The Least Obvious, Yet Most Annoying Cliché

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Tuesday, March 23, 2010

ClicheLiving through economic downturns, being a target of violence or theft, witnessing political upheaval -- they're all part of being human. When thrust into turbulent environments, we tend to find comfort in the familiar -- whether it be Classic Rock, a Harry Potter book, or a Super Mario game.

Yet, despite this appreciation for what we already know, we're quick to judge what's banal. No matter how well-crafted, works of fiction containing cliché elements-- ranging from books to video games quickly become grating to an audience who places a greater importance on innovation than fun.

Originality is typically central to the advancement of a medium, but unfortunately, placing too much importance on the unfamiliar often causes people to reject works that project clichés without thoroughly analyzing them. Rejecting a 40-hour role-playing game because a character has amnesia isn't much different than calling Calvin & Hobbes childish after examining a cover featuring six-year old Calvin in a wagon or refusing to listen to a Mozart piece that uses an arpeggio also found in a Bach composition.

Hackneyed products are rarely appreciated by critics, but the gaming press is especially notorious for its frequent use of the term 'cliché.' Dictionary.com describes a cliché as: "A trite, stereotyped expression; a sentence or phrase, usually expressing a popular or common thought or idea, that has lost originality, ingenuity, and impact by long overuse..." Game journalists commonly use "cliché" to describe elements of Japanese role-playing games, which unfortunately, dulls the term's meaning and leads to a lack of thought-provoking discussion.

Certainly, it makes sense for writers to use "cliché" on occasion, but generally, it's a lazy, stereotypical way to describe games that authors more often than not haven't even played. Deeming the use of characters with amnesia in JRPGs a cliché may illustrate a lack of creativity in designing main character backgrounds or plot devices, but it also denies the potential individuality of such characters.

Likewise, focusing on JRPG clichés such as "anime character designs" and "save-the-world plots" is a glaring misrepresentation of a diverse genre. Certainly, it's undeniable that such elements exist, but if that's the sole focus of a Tales of Vesperia review, readers who haven't experienced the game wouldn't be aware that the Tales series places more emphasis on character interactions than story, and that Vesperia's central theme is more of a discussion on whether the law should always be upheld rather than a tale on world salvation.

This unfair use of the term 'cliché' rarely extends beyond the JRPG genre in the gaming press. Shortly after the release of the Xbox 360 and the rise of open-world games, sites such as IGN proclaimed JRPGs a stale, archaic genre with an abundance of clichés, while trite elements of other genres frequently went unnoticed.

IGN portrays Gears of War 2's 350 pound, f-bomb dropping space marines as meaningful characters that enhance its drama, while the opening paragraph of its Tales of Symphonia: Dawn of the New World Review makes the latter title sound like a cliché-ridden relic. In IGN's Gears of War 2 Review, Nate Ahearn writes:

Without spoiling anything, Epic did a wonderful job of keeping the focus where it belongs while still giving the new characters meaningful roles that not only enhance the drama but also evolve the motivations of the Locust.

This is inconsistent with Daemon Hatfield's Dawn of the New World Review that focuses on clichés from the get-go:

Tales of Symphonia...is a run of the mill, standard JRPG without a single original idea in its head. Sullen country boy with a bad haircut destined to save the world? Check. An awkwardly translated, incomprehensible story? Check. Monster hunting? Check. This entire package -- from the story to the gameplay to the visuals -- feels like a relic we should have grown out of by now.

Dawn of the New World undoubtedly features familiar RPG experiences such as monster hunting, but focusing on that particular element (that actually bears little similarity to Pokémon) hides this JRPG's unique content. Due to Daemon's focus on the game's few clichés, readers wouldn't be aware of Emil's growth from a cowardly individual into a more altruistic being who eventually reveals himself as a Norse Mythology-inspired god whose aim is to purify the planet by wiping out humankind.

Mentioning clichés occasionally isn't harmful, but when the term is abused, its use becomes a cliché in itself. It's important to support innovative products and recognize stereotypes, but if what's unoriginal becomes the focus of our examinations, we may miss the intent of what we're analyzing.

If historians only focused on what the Romans borrowed from Greek culture, they would have missed out on their massive road networks essential to their military success and their phenomenal sewage systems that provided for more sanitary living conditions. Likewise, it's important that game journalists don't get entangled in familiar plot devices and instead focus on comprehensive analysis to encourage fair and in-depth video game coverage.

 
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Comments (4)
Bmob
March 23, 2010

As a reviewer, if you use the word cliché, you're being lazy. Of course, it's not quite so cut and dry, but to anyone that's actually played the games with an open mind, it's so obvious that they just haven't bothered reviewing the game itself, and instead have focussed on familiar elements. Generic also goes hand in hand with cliché.

IGN, on Enchanted Arms: "The battle system is generic"
Gameshark, on Infinite Undiscovery: "What follows is a melting pot of JRPG clichés and issues thrown together in a way you’d expect to see in the latest RPG Maker hit, not a multi-million dollar project."
GameSpy, on Lost Odyssey: "Mistwalker created just about the simplest combat resolution system possible. Have the most hit points and spend the most magic points, and you win."

Some of these are outright lies, and some are clearly a reviewer going in with a mental checklist of four or five 'clichés', and ignoring individual elements in their favour. Just about every mainstream publication does it, and as a big JRPG man, it frustrates the hell out of me.

Okay, so Duke is a bit androgynous, and Estelle is a soft-spoken pink-haired female lead, but where are the mentions of the bonds these characters forge, or even the moral ambiguity of many character decisions? Tales of Vesperia has lots of intricacies, but they go completely ignored in favour of an anime bitch-athon about everyone saving the world.

Sure, Juto has lost his memory and the females all have big breasts, but why is art direction only mentioned fleetingly, and why does the MMO-esque group combat style barely get a shout at all? Magna Carta 2 isn't even a good game, in my opinion, but a great many reviewers have laid the blame at the cliché-athon they've noticed, when that is not the real detraction.

Redeye
March 23, 2010

I agree with this sentiment entirely. In my opinion the problem is that people have a tendancy when judging something to see things that they don't like as universal flaws no one would like, and see things they like as universally good points that everyone will like. It's a very inaccurate way of looking at things but a hard one to step around sometimes. I'm sure I've fallen into that trap more times then I would like.

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March 23, 2010

Great article.
I'm playing through Etrian Odyssey right now, a game that brings very few new ideas to the RPG table, but it does a marvellous job engrossing the player by  combing dungeon exploration with familiar RPG elements.  Why ignore how supposed "cliches" are combined in RPGs when they are praised in shooters?  Co-op, cover and an open world?  A+! 

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March 31, 2010

@Sandy: I'm glad I'm not alone in recognizing this! And it's nice to see additional quotes revealing editor/reviewer biases. It's disappointing how they rarely (if ever) discuss the things you mentioned about Tales of Vesperia.

@Jeffrey: Yeah, I guess that's something everyone is guilty of now and then. Hopefully game journalists will have a greater awareness of that problem in the future.

@Alex: Thanks! I've always wondered why they're praised in one genre and not in the other. I think it has something to do with how "cool" they consider a particular game or genre. Most reviews just see first-person shooters as badass, and sometimes they want to be viewed in that way themselves.

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