alexia;138206 said:
And, so far, the common consensus on this thread is that cliches in themselves are not "evil" but must be approached in a fresh, new way. That being said, if people don't think cliches are so horrible, why is it that there are so many negative comments in project threads stating that their games are "too cliche"?
I suspect that the ones who complain that games are "to cliche" are not the same as the ones who say cliches can be good if used correctly. As for why cliches are looked upon so negatively by some I can think of a few reasons.
If you're playing soccer for example, what kind of referee do you think you will notice the most, the one who does a flawless job or the one that screws up frequently? Alas, the answer tends to be the second. When things works as they are supposed to, nobody thinks about it twice. The same can go for cliches, that is they are noticed when they deteriorates the plot rather than when they add to it.
Some may also use a more negative definition of what's cliche. Your definition includes "overly familiar or commonplace" which already sounds a bit on the bad side. Some may consider something cliche when the element has lost all of it's novelty.
Now there are reasons why cliches are used. The two I can think of right of the bat are:
1) The cliche works well.
2) The cliche is familiar and/or convenient.
Sometimes the reason is the second one, but definitely
not the first one. Basically, the plot writer toke the easy way out. Considering the number of games being made, hardly all are written by a Shakespeare. For an incompetent plot writer, cliches can serve as a shortcut to get the story together. This can bring a lot of poorly implemented cliches into a game.
Then there's also the fact that what some considers good cliches, other may consider bad ones.
Anyway, as for what cliches to avoid, it's more a question of whether or not the cliche deteriorates the game than what cliche is used. Some examples includes:
The cliche annoys a lot of the target audience. A good example would be the male rescues female cliche. That cliche can easily come of as sexistic and offend a large percentage of the players. However, there are ways to implement that element so that less are likely to view it as advocating sexism. The most obvious one would be to also include female rescues male elements (just don't think "treating his wounds" or "giving him the will to keep living" is on par with "saving her from the scary monster/overlord"). There are plenty of other ways.
The cliche can let the player predict things that are supposed to be a surprise. Imagine you make a game where religion plays a central role and said religion is corrupted. Those who are experienced with RPGs will most likely right away when they notice that religion plays a central role suspect what plot twist is to come. If you built the game up in a way so that the revelation of the religion being corrupted is supposed to be a surprise, then you have a problem, because it won't be.
The cliche may not being seen as beliveable. A speach which is more or less in line of "during my travels I have learned the true meaning of love, frienship, courage and hope so I won't lose to a powerhungry man such as you" or an another attempt to pass of various virtues as more important in a combat situation than actual combat prowress can satisfy that criteria. An another common case is that a person, or a group of people respond to a situation in a way that poorly matches his/their personality.