Is 'Define Banal' A Common Critique In Video Game Narratives?

2026-04-12 11:07:28 123

3 Answers

Jack
Jack
2026-04-13 03:11:13
Banal? Oh, absolutely. I’ve played so many games where the writing feels like it was ripped from a template. You know the drill: ancient prophecy, save the world, collect the MacGuffins. It’s not just about predictability, though—it’s the lack of soul. 'Final Fantasy' used to feel magical because it took risks, but even that series has stumbled into cookie-cutter plots lately.

But here’s the twist: sometimes 'banal' works. Take 'Stardew Valley.' The story’s simple, even generic, but it’s cozy and comforting. Not every game needs 'NieR: Automata’s' existential dread to be good. The real problem is when games don’t own their simplicity or worse, pretend to be deep while recycling tired ideas. 'Genshin Impact’s' lore is surprisingly rich, but its main questline? Yeah, that’s where the critique sticks.
Flynn
Flynn
2026-04-13 21:06:45
The phrase 'define banal' isn't something I hear tossed around much in gaming circles, but the idea behind it—critiquing stories for feeling uninspired or clichéd—is everywhere. I've lost count of how many times I've rolled my eyes at yet another 'chosen one' plot or a villain monologuing about their tragic past. Games like 'The Last of Us' and 'Disco Elysium' set such high bars for storytelling that anything less can feel lazy by comparison.

That said, I think gamers are getting savvier about this stuff. We’ve seen enough tropes to spot them a mile away, and developers are catching on. Indie titles especially are pushing boundaries with narratives that feel fresh, like 'Return of the Obra Dinn' or 'Norco.' Even big studios are taking risks—look at 'Cyberpunk 2077’s' messy but ambitious storytelling. Maybe 'banal' isn’t the right word; it’s more about whether a game’s story earns its keep.
Bryce
Bryce
2026-04-16 05:23:41
Critics might not use 'define banal' verbatim, but the sentiment’s there. I’ve seen it in reviews for games like 'Anthem' or 'Forspoken'—stories that feel like afterthoughts. It’s frustrating because gaming’s such a unique medium; you can interact with narratives in ways films or books can’t match. Yet so many AAA titles play it safe, relying on tropes instead of leveraging gameplay to tell stories.

Then there are gems like 'Outer Wilds,' where the narrative is inseparable from the experience. That’s the gold standard. Banal isn’t just about clichés; it’s about missed opportunities. When a game’s story feels like filler, that’s when the critique hits hardest.
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