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Author Topic: When is a cliche no longer cliche?
ethersong
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That is to say, when I take a plot that is overly used and common, how much twisting and manipulating with creativity do I need to do until it is no longer cliche?

Lets take, for example, this story I'm writing (called Sieflick, some may remember it from F&F) in which the main character becomes trapped in a virtual world video game. I do a ton to make the game interesting and to surround the whole plot with some attempts at 'twists' to make it interesting. However, the main reason i'm even bothering with it is because of the big twist: THe main character, who thinks he's human, is actually a computer program. Now, to me, I think that this is a great and interesting idea. However, is it cool enough to get me out of that cliche realm that we so despise?

I'm sure you all know of which I speak. In Sci-fi and fantasy so many people want to throw out the "Tolkein Worlds", the "Starwars" alien stories, and the "Vampire" horrors. So many times these things are turnoffs. I'm like...ok, ANOTHER weird alien story. Why do I care again? Or, ANOTHER adventure with elves, didn't I get tired of that with Dragonlance? Oh no, not another vampire. AHH.

But of course it extends even beyond these huge ones. You have your cliches character types, your cliche settings, your cliche plotllines. What do you guys think, is there a way we can write with these things and still survive? Can enough creative twists save these things?

Another example i'll add real quick is THe Wheel of Time series. Personally, I think that is a Tolkein world with enough twists to make it interesting.


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Minister
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I'm sure someone will come along and discuss the difference between cliche and archetype; I'll leave that one alone. Fact is, every basic concept out there seems to have been explored in some setting or another.

You have caught on that you can get away with this by having a fresh twist. However, unless that fresh twist shows up (or is at least promised) early in the story, people may only see the cliche and never read far enough to get to the twist.

One of the biggest keys to keeping people reading is strong and believable characters. If you give people someone to identify with and something tangible for that character to struggle against, they will follow a good little ways into the land of cliche.


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wbriggs
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I think it's fine to have a story with a cliche, as long as it's good. You may get a "oh, not again" reaction at first, though.

But about your idea: does MC know he's a program? If he does, and you don't tell us, I'd throw the book across the room. If he doesn't, well, this is huge. What would *you* do if you found this out? Fascinating idea. (OK, I've done this idea too. I didn't know it was cliche. Being inside the video game is, I suppose.)


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wbriggs
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I wanted to say this too. OSC speaks of stereotype as default assumptions. Example.

"Fred's taking Janet to the dance." (Rolled eyes or a wink.) "You know why he's taking her."

Stereotype: Janet's easy.

Good for minor characters; it doesn't tax the reader too much. For major characters, we'll need more. How about: he's taking her to the dance because he's gay and is trying to hide it from his mom. Still too cliche? He's taking her to the dance because he can't deal with not having the hottest babe on his arm on a weekend; but anything she says, he'll just say, uh-huh, and dismiss. It took his last girl six months to figure out that he just wanted someone to show off. ...

Or, in one of my stories, he'd be taking her to the dance because he's convinced that if she stays home that night, she'll be abducted by aliens. Hungry ones. But little does he know, they know where the dance is too . . .


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arriki
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A kills B. C collects details and other forms of clues and tries to figure out who A is.

How many times a week do we read/see THAT story?


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Survivor
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To spin what Minister said a little differently, how integral are your "twists" to the 'cliche'?

For instance, if we take the "trapped in a virtual world" cliche, there are any number of ways that we can set up the "trap". In TRON, the character is physically taken into the computer (never mind the impossiblity) and can only get out when he gains access rights to the device that scanned him in (okay, that's not exactly how it worked out, but never mind--my own fault for bringing up TRON in the first place). In WarGames, the characters start playing a game, and the computer decides to play in the real world with real weapons. I suppose this could also be seen as the premise of...Westworld, was it? Then you have every StarTrek holodeck episode, where somehow or other the holodeck safety and exit protocals are disabled by some entity or other. Or The Matrix, where nearly all humans are born and die within a computer simulation, and almost none of them ever notice. Or you have...I can't remember the name Brainscan or something, but it was a virtual reality program that appeared to terminate yet didn't, so that the user was led to believe that the events in the game (a brutal first-person murder scenario) had happened in reality rather than a game.

Anyway, you can see that all of these are covered under "trapped in a virtual reality game" to some extent or other. I concentrated on fundamentally different ways of being trapped. You could also bring out the various different natures of the "virtual" realities in which the characters were trapped, but I think that's fundamentally less interesting. All the ST holodeck episodes rely on the different reasons there might be to trap the characters in the holodeck, but I think that got lame too. Like, the holodecks were never hardwired to keep the safety protocals from ever turning off, and they never created a reliable emergency exit for the system.

I think that the best way to breathe new life into this particular "cliche" would be to look realistically at the most likely way someone could get trapped in a VR simulation...have a game so addictively "fun" that users would do anything to stay inside it (and yes, this too has been done). I've played a few games almost that fun. But someone else might find some other method, nature, or reason for the character being trapped in a virtual reality to be more interesting.

To be concise (oops, too late), I think that one big twist that is vitally important to your story can succeed where no number of minor tweaks could. Every story that tries to do humans being kept penned in a virtual world as a power/food/processor/labor/whatever resource for somebody else will be derivative of The Matrix. But if they're there to access whether or not they can be allowed to live in a perfect society...that's rather different, isn't it? Or if they're allowed to leave whenever they want, that's quite different too. And how about this, it's humans who are keeping...say, wolves alive in this manner so that they don't have to kill real deer or whatever?

If the "twists" are just things like making the VR blue tinged rather than greenish, or using a fantasy setting rather than the modern world, or using the brain's processing power but stunting the growth of the rest of the body...you don't accomplish anything with any number of minor modifications, because they don't really change the core idea. One change is enough, if it does.


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Elan
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Strange Horizons posts a list of Plots We See All The Time. Keep in mind this article is subtitled: "Stories We've Seen TOO Often."

quote:
Weird things happen, but it turns out they're not real.
In the end, it turns out it was all a dream.
In the end, it turns out it was all in virtual reality.
In the end, it turns out the protagonist is insane.
In the end, it turns out the protagonist is writing a novel and the events we've seen are part of the novel.

If you are going to use a cliche plot, be aware that you have one mark against you going into it when it comes time to have an editor review your manuscript. If you are incredibly clever maybe you can pull it off. But if your cleverness is only "ho-hum" you might want to rethink your premise.

[This message has been edited by Elan (edited March 20, 2006).]


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Christine
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In this case, I'm seeing two cliches...person trapped in VR and non-person thinks he's a person and finds out at the end that he's not. In fact, the two have been mixed before...on Star Trek TNG. There is an episode (my memory is fuzzy so you'll have to excuse me a bit) where they program a Sherlock Holmes scenario on the holodeck that can beat Data and Moriarti (sp?) somes to life and figures out that he's a hologram and wants to get out of his VR world.

Survivor hit it -- the twist has to be an integral part of the plot. Also, while putting two cliches together can actually create a new feel for both old themes, many of these have been tried before, too.

I wrote a story with VR a while back and I never sold it. I had a human forget she was in VR and think it was all real and her family had to coaz her out. In the end, I got the same answer from about ten markets: "We don't want another VR story." To be honest, I'm not even sure they read past the first paragraph when they figured out it was VR. That's what you're up against with this particular cliche. People won't even read to find out what the twist is.

I don't mean to be mean, just wanted you to think about it. If you're having fun writing the story then there is never anything wrong you can do with it.


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ethersong
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No offense taken whatsoever. I actually am really glad I posted this. Because, while I was really into the idea, I don't think it's worth it to go ahead with. Personally, I have never really read many VR stories, mainly because I used to be much more into fantasy than SF. I've find what I have read dissapointing, for most people seem to leave out some of the coolest aspects of a VR world. I find this to be the case with a lot of cliches...a million people write about it, but they never really are quite what they could be sometimes. I'm sure that there are some good ones, but I'm also sure that there are just as many lame ones.

Anyways, I set out to be a Sci-Fi writer and currently only have one SF idea and like 10 Fantasy ones. Rather funny.

But, to talk more about the cliche...will you guys tell me more of the cliches and overused idea/plots in sci-fi? Just to make sure I don't run into any more.


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Survivor
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A good way to avoid being pegged as cliche is to avoid starting with the cliche, or to apparently "throw it away". In the particular case of a VR story, if you start by showing us the non-virtual world first, and simply toss off a reference to VR as something that is common in that world, then it doesn't seem like the story is about cliche VR so much as it's set in a future where VR is commonplace.

You can still tell a story about VR, but right away you're signaling to the reader (or slushkiller) that you don't think VR is such a big deal. In other words, you effectively promise to dig a little deeper than the obvious cliches if you turn your story in that direction.

Of course, then you have to actually deliver on that promise


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Christine
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There used to be a grand list of science fiction cliches out there...it's been linked to from this board many times, but alas it no longer appears to be up and fuctional. Too bad, it was quite comprehensive. I don't believe I can hope to duplicate it.
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sholar
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Reading the list of cliches from Strange Horizons, several reminded me of stories by famous authors- ie Asimov, Tolkien, etc. From that, I would say if someone has done it well and prominently in the past, it will probably come off as cliche.
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Survivor
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I'm not going to lament the death of the Grand List, partly because it had some items on there that didn't make any sense. Probably the one that annoyed me most was the stipulation that you couldn't stack together several nuclear devices together to get a larger explosion...how did this guy think multistage weapons work?

A lot of the other items were just odd, but arguable. Not so many of them were totally wrong.


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Robert Nowall
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Virtual Reality stories never worked that well for me---sure, I've tried the idea out myself, but I never liked to read them much, and if it's something I don't like to read, why write it? If a writer is going to develop a virtual world in great detail, why not set the whole story in that world and discard the "real world" portion?

Then again, if a writer is working a cliche idea, if the writer comes up with a really dazzling and intelligent new take on the old idea, then it might be worth reading. It's really hard work to do---and since most of my ideas are old, I have to work hard to make them new in this way. (Of course I fail a lot at it.)

(I'd thought "multistage weapons" referred to the missile, not the nuclear device. Likely I'm misinformed, or I misinterpreted what I read. I'll have to dig around and do a little more research. Certainly I'm familiar with the concept of using a small nuclear weapon to trigger the reaction of the hydrogen bomb.)


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Survivor
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I think that the point of the VR story is to examine the interaction between a "real" world and a virtual world that is dependent for it's existance on events taking place in the real world. Therefore, to the extent that you make action in the virtual world have consequences in the real world, those actions become less interesting...or at least less about VR as such. The classic example is death in VR. If you can be "really" killed in the VR, then it basically ceases to function as a "virtual" reality and becomes an extension of the real world.
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