00:00
00:00
teejay-number13
Everybody "knew a guy..."

Age 41, Male

South River

Joined on 10/7/04

Level:
25
Exp Points:
6,572 / 6,940
Exp Rank:
6,427
Vote Power:
6.65 votes
Rank:
Portal Security
Global Rank:
23,391
Blams:
220
Saves:
206
B/P Bonus:
8%
Whistle:
Normal
Trophies:
14
Medals:
401
Supporter:
9y 11m 22d

3 Plot Devices you should never use.

Posted by teejay-number13 - June 28th, 2014


A plot device is anything that keeps a story moving or creates/resolves a conflict. Writing a good story can be tough. There are lots of factors that need to be woven together to make the story worth a persons time. Factors like the goals of the heroes and villians and what the consequences of failure will mean (the stakes). If the stakes are too low or the villians are too incompetent, then the reader will probably get bored. If the opposite is true, the stakes are too high or the villain is unstoppable, the reader may have a hard time believing any of the heroes victories. In either case, you may have to resort to some lame plot devices to make it work. Here are 3 of my least favorite plot devices and shame on anyone who relies on them.

#3 - Prophecies or Chosen Ones
A Prophecy is a prediction of events that will unfold in the future. Usually given to the reader/characters by a prophet, ancient writings, or dream.

Example - Zelda 64 - Zelda has a dream that predicts a boy with a fairy (Link) will come from the forest and defeat the evil shadow hanging over the kingdom (something like that).

Why it's bad - 
Because these plot devices are completely unnecessary. Why make a prediction about events that are supposed to happen in your story instead of just making them occur naturally? Why would Zelda need to have a dream about Links arrival to save the day when she could have just asked him to help when she first met him in the garden? You don't need to prophesize that the hero is supposed to save the day when the reader kind of already knows that's supposed to be the case. The same thing goes for "chosen ones". Think about my WoC series for a second. Is it really necessary for me to have a prophecy for Teejay that says something like "A chosen one will challenge the chaos master to save the world." I kind of already established that struggle when I introduced the main conflict of the series and made Teejay the main character. Why would I need a prophecy? 

You might say, "but Teejay, having a prophecy/chosen one makes the hero feel more pressure to fulfill it and thus adds to their struggles." Well what is the consequence of their failure to fulfill the prophecy? Let's just say world is destroyed. That right there is enough motivation for the hero, you don't need to add "fulfilling a prophecy/role as chosen one" to it.

When it's okay -
The only time I can think of prophecies being okay is if the prophecy fails or if it benefits the villain. Then the heroes are left to their own devices to try and save the day. This takes away the readers sense of security and may make them eager to find out what happens. But once again, if your story is good already, you shouldn't need to resort to this kind of thing.


#2 - Mind Control
Mind Control is when a character(s) are being forced to do something they wouldn't normally do because another character is directly controlling their mind. This is different from brainwashing or deception.

Examples - Avengers movie, Loki uses his staff to mind control several characters into helping him instead of tricking them (Loki is supposed to be a master of deception).
                How to Train Your Dragon 2 - The Alpha Dragon (Bewilderbeast) Mind controls Toothless into attacking Hiccup and serving the villian.

Why it's bad - 
Because it's lazy. Their are other ways to manipulate a character into doing something against their will. You could use deception or threats. In Wreck-it-Raplh, King Candy uses Ralph to stop his friend Vanellope by convincing him that her safety was in danger. How much lamer would it have been if King Candy had just mind-controlled Ralph into helping him? It can also make for some one dimensional characters. Characters who get mind controlled lose that internal struggle (I was in control but made a bad choice opposed to I wasn't in control so it wasn't my fault). Theres not much satisfaction in a character redeeming themselves if they weren't to blame to begin with.

You may say "But Teejay, your WoC series is all about Pokemon getting controlled by the Chaos Master to kill humans." Well, that is true. But the Dark Pokemon are a faceless horde as opposed to a developed character, much like a zombie outbreak. And the criteria by which someone changes from a Human/Pokemon into a zombie/dark pokemon is stable (gets bitten/loses their pokeball) as opposed to a character just randomly changing. How lame would it be if normal pokemon just suddenly became Dark Pokemon (or vica versa) whenever it was plot convenient?

When its okay - 
A character getting possessed by another character can be okay, as long as it's established that the character can do that, and there is a limit (ie: only one person at a time).


#1 - Dues Ex Machina
Dues Ex Machine (God of the Machine) is a plot device where a seemingly unsolvable problem is suddenly (and often unexpectedly) resolved by a previously unmentioned or infallible resolution (IE: God fixes everything, it was all a dream, etc.)

Example - Donita K Paul's DragonLight book. The heroes are facing a powerful evil dragon called Mot Angra which has already destroyed one world, and one of the heroes is suffering from a nervous breakdown. God gives them a magic egg that both kills the dragon and cures the nervous breakdown. The egg is not mentioned in the series prior to them getting it.
              James Cameron's Avatar - The planet summons up all the animals to help fight off the humans. Animals that previously hated one another suddenly began working together.

Why it's bad - 
Because it's lazy, boring, inconsistent, and just downright unfair to you readers. Are you so poor a writer that you can't think of a way to resolve the very conflict you established without resorting to some cheap trick? Do you hate your audience so much that you spend all this time developing your characters abilities only to not need them at the moment of truth? I imagine we all felt some anxiety when we first climbed that staircase to Ganondorf's room in Zelda 64. How lame would it been if the Triforce had just stopped him before Link even got to fight? Or what if Ganon had won and Link suddenly woke up and it was all a dream? Would you not be outraged? If your villains are too powerful or the problem is unsolvable without using deus ex machina, then you need to rethink your story.

You may say "But Teejay, seemingly invincible foes or insurmountable problems make a story more exciting." Well that's true, but not when it reaches the point that the heroes need a miracle or a cheap plot device to succeed.

When its okay - 
Never. Let's take the dragon/egg story I mentioned above. That might have been acceptable if the God egg had been mentioned in previous books, maybe a some holy relic, like the Ark of the Covenant. It wouldn't really be considered a Dues ex Machine in this case however, because it was previously mentioned.

Another thing that can be acceptable is transformations. I'm a fan of heroes changing into more powerful forms, so I can see how that might pop up unexpectedly. It can be okay if the hero had given it their all up to that point, and/or the transformation doesn't solve everything but rather just evens the odds. IE: When Goku first became a super sayain while fighting Freiza, Freiza was still far from beaten.

In closing...
Well, thats my list of lame plot devices. I'm open for discussion on these. Are there times you've seen these used poorly? How about times you think they actually worked? Are there any other plot devices you think are lame?


Comments

Good writers don't usually like to lean on these devices, but you know what they say, "Good artists borrow, great artists steal." Even in Stephen King's magnum opus, The Dark Tower, King himself resorts to Dues Ex Machina (twice towards the end). I guess it's true you can write yourself into a corner, or start with a pretty lame premise :\

Dues Ex Machina? Dont you mean Deus Ex Machina?
Well i sorta like the Prophecy and chosen ones concept.. it gives me quite a nostalgic feeling, reminds me of Final Fantasy games.
Btw, how is WoC going on?

So maybe I mispelled it, you still know what I mean.

The world lies in shrouded darkness.
The winds die...
The seas rage...
The earth decays...
I think those are good reasons why the Warriors of Light would go on a journey to save the world. I still don't see why you would need a prophecy.

I guess if the prophecy is established as being invented by the common folk as a way of giving them hope in dark times (instead of coming from a supernatural source), then it could be acceptable. Maybe even mixing things up a bit (IE: propehcy calls for a male hero but a women saves the day instead).

So prophecies are not good plot devices unless they are either favoring the villains or they can be changed by the hero's actions... By that logic, should the story of Super Paper Mario be considered good? Not only does it have a dark book of prophecies which says that all worlds will end, but there's also a light book, which was made purely to counter the dark one, so it's not really prophetic, and it says that the Heroes of Light will prevent the destruction from prevailing. On top of that, there's the "man in green", the single individual who can determine which book predicts truly. I'd say this makes for a pretty good story, wouldn't you?

I don't remember Super Paper Mario much because I only played it once. But think about it, are those books of prophecies really necessary for the story to take place? Did Count Blek (whatever his name was) need a prophecy to start some shit? Did Mario need the prophecy to tell him to save the day? Did we really need to be told that Luigi would play for both teams when we could just figure it out as it happened?

Bottom line is, prophecies are pointless. How many Mario games take place without needing a propechy?

Ah, but Super Paper Mario's story does have its strong points. Despite all the Zelda-esque prophecies, the story really excels in character development, especially for the villains. I don't know if Bleck needed a prophecy to cause trouble, but he did need something big to exact revenge. But if you don't feel like playing it again just to remember the story, you might wanna watch Lucahjin's blind LP of it (WARNING: contains explicit commentary). I'm really enjoying myself with it.
PS.: To reiterate, the prophecy in this case favors the villains, since the Light Prognosticus isn't truly prophetic. So there IS some sense of dread for Mario & Co., if you look hard enough.

Somehow I feel youwere talking about me. even though you're not.

No I wasn't. I don't remember your series using any of these. Did it?

im kidding

Warning : English isn't my first language so I may have use words that I more weight than intended or i might have misunderstood some of your points/arguments. If so, iI apologize in advance, please do not take them to heart. I meant no offense.

In my opinion it would be more accurate to say "3 DANGEROUS Plot Devices to use", because the way i see it most of these plots won't affect the quality of the story.

In the case of the prophecy/chosen one I don't believe that's it complety useless. Usualy this plot device is used as a starting point for the story and it provides some kind of logic as why people would risk their lives and follow random main character who says "hey come with me slay the Supreme Overlord of Destruction that crushed the most powerful armies and makes every kingdom tremble in fear". If i take your exemple of Zelda : Ocarina of Time, if i recall correctly, the first time you meet the princess is after you sneak in her garden. Let's analyse the situation : you're a princess and there is a random kid that sneaks in with his fairy, wearing a green tunic, holding a sword and a crappy woody shield, in the event that you did NOT have a prophetic dream about him saving the world you : a) call the guards b) wonder what he's doing here or c) ask him to help you save the world from the terrifying Ganondorf. I hardly believe that option c) would be your first choice. Also, if we look at the prophecy in mythology its often use in the way when the man goes see the oracle he learns that someone will kill him so he tries to prevent it and ends up provoking the prophecy rather than stopping it. As for the chosen one, a main character type that often fits the role is the underdog. Since his is not skilled yet he as to go on an aadventure and train to become strong enough to defeat the bad guy and along the way he'll even start doubting the prophecy, etc. So I believe that as long as it was set in th BEGINNING of story it shouldn't be a problem (from that point its just a question of whether the story itself is good or not). BUT I admit that if you have a good story, that as NOTHING to do with a prophecy, you shouldn't just add the fact that there's a prophecy and that the main character is the chosen (UNLESS there was some kind of foreshadowing early in the beginnig, unknown, origins for exemple). Again dismissing it as a plot that should never be used is a little to harsh. I believe that the "Actually the one who was the big bad guy as his bestfreind/lovever/close family member twist" should be there instead of this one.

For the mind control i mostly agree, but at the same time i can see why its prefered over coercion, manipulation or threat. It's because the characters being trick may strike us as dumb, either because the ones that fall for the tricks are airheads, either because the trick was full of holes and obviously a lie (in that case it's the author's fault). Even when if the family of the victim was taken hostage, he could be percived as stupid; "why didn't he told the main character so they could plot to fool the bad guy?" or "why does he believe that the villain will spare them?". But when it's mind control, it saves the image of the victim. Then again mind control makes the victim seems like weak willed and it can de-caharacterized him (as in taking some of the aspect that make him different than fodder charcter A).

The Deus Ex Machina, yeah it bad, lazy and insulting to our intelligence. I can only recall two caeses when it did bother me, Kinnikuman (the manga) and MAR (the animation), because these to series where kinda light mooded until the final arc so i like "where does all this drama come from?". But the perfect exemple of which i think it was unnecessary is Clannad : After Story.

P.S. I really love you Pkm WoC series, keep up the good work not using these plot devices :D.