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How to Subvert Expectations Without Compromising The Story

  • Writer: Anne Bellows
    Anne Bellows
  • May 23, 2024
  • 6 min read

Updated: Jun 14, 2024

Whoo boy, is this a contentious topic with the last few blockbuster franchises. To “subvert expectations” is to do the opposite of whatever your audience expects to happen. Your audience expects the story to go a certain way based on the archetypes and tropes your characters follow, the tone you’ve set for your story, and the level of mature themes that tone allows.


It might mean your long-lost princess doesn’t actually reclaim the throne she’s been fighting for. Or the presumed hero (or any of their straight friends) of the story dies halfway through their arcs. The mentor pegged for death actually survives to the end credits. The villain’s plan actually succeeds, or the heroes fail to deactivate the bomb before it explodes. The “will they/won’t they” is never fulfilled.


Supporters of SE argue the following:


  • It’s refreshing, novel, new, a fun twist on a classic tale

  • They like that it’s unpredictable and bold

  • They’re tired of stories fitting within the same wheel ruts of every other story that came before and like to see creativity thrive

  • It gives audiences something they didn’t even know they wanted


Haters of SE argue this:


  • It’s only done for drama at the cost of fulfilling character arcs

  • It’s a cheap gag that only works once and has zero rewatchability with the same impact

  • Tropes and archetypes have stood the test of time for a reason - to entertain

  • Plot holes ensue


When expectations are subverted and the story changes in a more positive light (like a beloved character who doesn’t die when we all think they will), the reaction is not nearly as emotionally charged as when the story changes negatively. Thus, the haters have plenty of evidence of bad examples, but minimize the good ones. Good SE is novel, or a pleasant surprise, or a quaint relief. Bad SE trashes the story and spits on the fans and destroys the legacy of the fandom.


What makes a bad subversion?


Like killing any character for shock value, bad SE takes all of the potential of a good story and gambles it for a string of gasps in the movie theater. It exists only to keep the audience on their toes, or because the writer went out of their way to change the direction of their work when fans figured out the mystery too quickly and now must prove all the clever sleuths wrong.


So, say your subversion is making the hero lose a tournament arc when they made it all the way to the final round and the entire story is riding on this victory. They may have stumbled along the way and had some near-misses, but they must win. Not just so the audience cheers, but because this is the direction their arc must take to be at all entertaining and fulfilling.


Then they lose, because it’s novel and irreparable consequences are reaped in the aftermath. They lose when, by rights, they were either stronger or smarter or faster than their opponent. They lose when the hand of the author rigs the fight against them and everyone notices.


Sure, it’s not at all what audiences expect, but you, writer, your first responsibility to the people consuming your content is to entertain them. So what purpose does this loss serve this character? How does it impact their arc, the themes that surround them, the message of your story?


Even if mainstream audiences don’t care on the surface about themes and motifs, they still know when a story fumbles. It’s not entertaining anymore, it’s not satisfying. Yes, crap happens in reality, but this is fiction. If I wanted to read about some tragic hero’s bitter and unsatisfying demise, I’d read about any losing side in any war ever in a history book. I picked up a fiction book for catharsis.


On the topic of “gritty fantasy/sci-fi anyone can die and no one is safe” – no author has the guts to roll the dice and kill whoever it lands on. Some characters will always have plot armor. Why? Because you wouldn’t have a story otherwise, you’d just have a bloody, gory, depressing reality TV show with hidden cameras.


What makes a good subversion?


Now. What if this character loses the final round of their tournament, but it’s their own fault? Maybe they get too cocky. Maybe it’s perfectly, tragically in character for them to fall on their own sword. Maybe the audience is already primed with the knowledge that this fight will be close, that there might be foul play involved, but still deny that it will happen because that’s the hero, they won’t lose. Until they do.


Then, it’s not the hand of the author, it’s this character’s flaws finally biting them in the ass. It’s still disappointing, no doubt, but then the audience is less mad at the author and more mad at the dumbass character for letting their ego get to their head.


If you write a character who’s entire goal in life is to win that trophy, or reclaim their throne, or get the girl, and they don’t do those things, then the “trophy” had better be the friends they made along the way, that they learned it wasn’t the trophy, it was something better and even though they lost, they still won. Even when expectations are shredded, the story still has to say something, otherwise the audience just feels like they wasted their time.


A good subversion does not compromise the soul of the narrative. You might kill a fan favorite character or even the hero of the story, but their impact on the characters they leave behind is felt until the very end. The hero might lose her tournament, but she still walks away with wisdom, maturity, and new friends. Heck, sports movies leave the winner of the big game a toss-up more often than not. Audiences know the game is important, but they know the character they’re following is even more important. Doesn’t matter if the team loses the battle, so long as the protagonist wins the Character Development war.


Good SE that should be more popular:


  • The “Trial of threes” – your hero faces three obstacles and usually botches the first two and succeeds on the third attempt. Subvert it by having them win on the first or second, lose all three, or have a secret fourth

  • Not killing your gays. Just. Don’t do it. That’ll subvert expectations just fine, won’t it?

  • Let the villain win

  • Have your hero’s love interest not actually interested in them because they realize they deserve better / Have the hero realize they don’t want the romantic subplot they thought they did

  • Have the love triangle become a polycule / have the two warring love interests get with each other instead, or both find someone they don’t have to compete for

  • Mid-redemption villain backslides at the Worst Moment Possible

  • Hero doesn’t actually have all the MacGuffins necessary at the Worst Moment Possible

  • Hero is simply wrong, about anything, about important things, about themselves

  • The character who knows too much still can’t warn their friends in time, but lives instead with the guilt of their failure

  • The mentor lives and becomes a bitter rival out to maintain their spot at the top of the charts

  • Kill the hero, and make the villain Regret Everything

  • More deadbeat missing parents, not just dead parents

  • Let the hero live long enough to become the villain

 

Why write a crown prince that never becomes king? What’s the point of his story if all he does is remain exactly who he was on page 1 and learns nothing for his efforts? Why write a rookie racer if he spins out in the infield in the big race and ends his story broken and demoralized in a hospital bed? Why should we, the audience, spend time and emotional investment on a story that goes nowhere and says nothing?


Cinderella always gets a happy ending no matter how many iterations her story gets, because she wouldn’t be Cinerella if she remained an abused orphan with no friends. We like predictability, we like puzzling out where we think the story will go based on the crumbs of evidence we pick up along the way, we like interacting with our fiction and patting ourselves on the back when we’re proven right.


Tragedies exist. There’s seven types of stories and the fall from grace is one of them… but audiences can see a tragedy coming from a mile away. Audiences sign up for a tragedy when they pay for the movie ticket. We know, no matter how much we root for that character to make better choices, that their future is doomed. Tragedy is still cathartic.


What’s not cathartic is being bait-and-switched by a writer who laughs and snaps pictures of our horrified faces just so they can say they proved us wrong. Congratulations? Go ahead and write the rookie broken in the hospital bed. I can’t stop you. Just don’t be shocked when no one wants to watch your misery parade march on by.

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