Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

This is the take that Chapo Traphouse made on a recent episode. Though I agree that it is quest-y in its approach to each episode/sub plot and personally don't mind it, what makes it any different from the "hero story" structure?

Sure there's a formula, but few stories, if any at all, are original in their foundations. Their success seems to be more in the execution of such story/production and immersion of audiences.

Or is it more of an issue of the predictability in knowing what the "quest" objectives and items are, and from that extrapolating the outcome? Imo, both cases are understandable, as many times the main story quests can feel on rails/going through the motions, but again those quests seem to be more about the audience's immersion (including player playthrough/execution in games) in the modeled experience.

Tldr: I totally understand your point, and can agree to an extent. Though I believe one can find enjoyment in well curated/executed experiences/productions/writing/immersion, rather than seeking "originality" in story telling, as on rails/predictable as they can be



Consider applying for YC's Fall 2025 batch! Applications are open till Aug 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: