KneeTheCap: Also, what makes the other parts cliché? I'd be very interested to hear your thoughts on the matter :)
I know these plots, I know these characters, I know these lines.
Detached professional who does dirty jobs, then unavoidably their conscience gets the upper hand.
Indie contractor (can be a villain) making demands to overwhelming authority.
Rebel being rebellious and amusing authority, in a good way.
Oh noes, what if the teacher/guards/police/news/president lied?
KneeTheCap: "Kay, listen to me! When a person goes insane, he kills his neighbor. But when a mage snaps, villages burn. Don't you understand?"
Now this is an interesting case. It's cliché (insane mages are, there's just no way around it), but it makes sense for a victim of propaganda to repeat propaganda, so this line is
okay.
Good and bad predictability David Mamet once went on a
famous rant, the gist of which is this:
THE JOB OF THE DRAMATIST IS TO MAKE THE AUDIENCE WONDER WHAT HAPPENS NEXT. *NOT* TO EXPLAIN TO THEM WHAT JUST HAPPENED, OR TO*SUGGEST* TO THEM WHAT HAPPENS NEXT.
Cliché situations are
okay. What's not okay are plots whose direction can be predicted or at least mapped out in advance based on the reader's media consumption experience.
There's an important distinction here: for the reader to care about what happens in the book/movie/game whatever, they must understand the in-world consequences of what happens. Mamet again:
ANY DICKHEAD, AS ABOVE, CAN WRITE, “BUT, JIM, IF WE DON’T ASSASSINATE THE PRIME MINISTER IN THE NEXT SCENE, ALL EUROPE WILL BE ENGULFED IN FLAME”
What he's talking about here is show-don't-tell, but I want to highlight another point: when Jim fails to assassinate the prime minister in the next scene, the viewer should understand the consequences and be appropriately distraught. The in-world setting should be communicated.
But not the plot. There's a YOOGE difference between realizing that Alice the Asshole being promoted over Bob the Brave means Bob won't be able to pay for his mom's medical care (if the realization comes
without Bob saying "oh noes, now I can't pay for my mom's medical care", it's
exactly how things should be), and realizing it means Bob will get his promotion at the end of the movie and Alice will suffer an embarrassing incident and relegated to serving burgers (this is obviously a nope). Look at
DystopianYA for an example of what to avoid (and I don't mean just these specific lines, but the whole situation where you read a line and see where the plot is going).
What I'm saying is, make your plot unpredictable in a good way. Even a toss-up between two outcomes is bad if said outcomes are cliché. Yes, sometimes the outcomes seem complementary (if one doesn't happen, the other must logically happen) and
both are bad. Try to write a third option or scrap it. The reader should be always remapping projections and
remain emotionally invested. A good bad example is the "love triangle" in Legend of Korra: who of these two guys will Korra end up with? Duh, the hot one, of course, how is that even a question. So by the time the gotcha happened (she romances a girl), I had long since stopped giving a damn about the character's love life.
And on the other hand, there's George Martin and his amusement park rides. George Martin is crazy: he thinks that if a fanfiction writer correctly guesses his plot, they can sue him for copyright, so he kept (I stopped following the books; maybe HBO producers keep him on a leash now) rewriting scenes they successfully predicted. So, because fans were writing what they wanted to see (
dramatically satisfying), and there is a lot of them, in a large number of cases Martin was relegated to options which
aren't dramatically satisfying. The result is a crappy lolrandom plot which is completely useless to speculate about outside of metadiscussions ("oh, an actor of a dead character showed up with matching facial hair at a social event"). So don't overdo the randomness, either. Yep, writing is hard.
What if the readers predict one or more of your plot twists? That's okay, realistic character motivation is your friend here. Good books are
rereadable. As long as characters have explicable (not necessarily sane or rational) motives, instead of regular uncertainty you'll have
dreaded anticipation. The good examples here are Primordia and Resonance. If you figure out early why travelling to Metropol is a profoundly bad idea, the player character still has a very good excuse to not realize it so that the player doesn't go "oh this is stupid how can anyone be so dumb that's it I quit". In Resonance, the four player characters have good motivations, but they're working at cross-purposes so bad stuff happens.
.
Magic Magic has weird effects on [un]predictability. Basically, you have to choose one of two ways to portray it: utilitarian magic, with laws the characters know or can figure out, or mysteriously poetic magic. People often say they prefer the second variant, but writing mysteriously poetic stuff is immensely difficult: anything which falls short becomes an ass-pull which easily ruins the book. A girl in a text adventure game who carries around her dead brother's last letter and can fold it into origami shapes and then the world is ending and she's on an runway and she folds a paper airplane which becomes a fighter jet, or killing fantasy Hitler Inglorious Basterds-style, but by splicing in L'Arrivée d'un train which becomes a real train, is illogical but
dramatically satisfying in a way wishing really hard and shitting out a fireball isn't. You can't really quantify gathering willpower, blood purity, the hardness of a wish, the strength of oracular wifi, or for that matter skill with a sword and have it be in any way dramatically satisfying. Any conflict should be resolvable by adventure game procedure calls. A Witcher-III-style swordfight, no matter how exciting in the game, is not appropriate for a book. A MI-style insult fight is. Here's a passable swordfight:
hero and villain meet in a burning building
villain: oh hi, look what I have here [burns proof of hero's claim to the throne]
hero: fight! [they fight, hero is losing]
hero: you know what, I have friends and an army and I don't need that stinking proof [presses the advantage, disarms villain]
villain: lol, that's what I've been saying all along
hero: oh shit, you're right [loses concentration, gets killed]
The utilitarian way to make magic satisfying is to write up some rules so that readers can make predictions. Double- and triple-check the in-world effects of magic. Fantasy writers often borrow simplistic supernatural concepts from the real world (in which they are dumb shit, subject to belief in belief) and fail to reinvent them for the magical world (where they are very much real and have consequences). The afterlife, souls, wishful thinking, fortune-telling, sin, evil races (orcs, demons), morality in general. Western people who say they believe in an afterlife still have a very secular picture of it, which is why they cry at funerals; the attitude to death wouldn't be remotely the same if people could actually contact and visit the afterlife. If your world has a magical origin and weird physics, run it by actual scientists.
A good bad example is a certain book (not giving this shit google hits) in which the world is (supposedly, behind the scenes) a living picture and that's why it doesn't have volcanoes and obsidian (no seismic activity in pictures). SAY WHAT? It has mountains, valleys, oceans, rivers, a whole lot of other minerals generated through allegedly verboten physical processes from, yes, seismic activity to fucking FUSION. Can't anyone draw a motherfucking volcano? There's one on the cover of Dianetics for fuck's sake! And nothing is done about it. No one paints new pictures or cleans up old ones or anything, it's just a pretentious detail for the author to rub one off. Holy hell what a terrible book.
As a positive example, in one of my works, there are many small planetoids floating in 3d space, and each of them has Earthlike gravity and what looks like a RL Sun visible in the sky — so, physically impossible. Turns out (it's an explicitly high fantasy work) the world was magically shattered, and each shard floating in ether kept the original force of gravity and the original sky (like, when you break a green bottle, each shard is equally green). Why? It makes for a good setting to tell exactly the type of story I want to tell (high fantasy, cosmic scale, cultural sameness, but travel is dangerous and distances matter), AND the protagonist can assemble it back together.
The same goes for technology. The hay baler is a complex industrial machine, but tobacco is just an imported weed. If someone tells you off for having faux-medieval wizards smoke "historically inaccurate" tobacco, kick them in the privates over TCP/IP. But NO bales of hay. No likening things to bales of hay. Is the world permastuck in the faux Middle Ages? Why, what makes it different from the real world? How does that thing which makes it different influence the faux-medieval setup?
edit: TBC for char limit