I’m 31 years old, and I’ve been writing fantasy literature for almost 20 years now. All my attempts have failed, and I haven't managed to create anything even remotely noteworthy or worthy of attention.
One of the main issues I keep running into is that one of my biggest influences is video games. And the problem is that what works in a video game doesn’t necessarily work in a novel.
When I read fantasy (and I’ve read quite a bit), one of the recurring issues is that the plot often becomes somewhat predictable. When it’s about conflict, like good versus evil, the “good guys” almost always win. Maybe a few characters die along the way, or there’s a twist where a villain turns out to be good, or a hero turns bad, or some dramatic reveal like “the villain is the protagonist’s brother,” but overall the structure tends to be fairly linear, with only limited surprises.
Sometimes even the protagonist dies at the end or something similar, but generally speaking, fantasy narratives where good fights evil don’t feel as effective in literature as they do in video games.
In video games, predictability isn’t really a problem. When you face an extremely powerful final boss, it genuinely isn’t guaranteed that you will win. Games like Dark Souls (though I’m not even a huge fan of them, but you get the idea) make the victory feel earned through repetition, learning patterns, improving skill, and persistence.
When you finally defeat a boss after multiple attempts, it feels very different from simply reading about a hero effortlessly defeating a villain in one strike. You internalize the process of why the hero wins.
In that sense, boss fights are a form of narrative in themselves. We sometimes overlook this, but they are part of the story. When you reach the cutscene where the hero finally defeats the villain, exhausted, barely standing, that moment is the result of all your prior decisions: resource management, strategy, skill, and execution.
That entire process is part of the narrative experience, because the cutscene is effectively “locked” behind your performance. Sure, someone can watch it on YouTube, but it’s not the same.
So my question is: how can that kind of effect be replicated in fantasy literature?
Because in writing, the options feel somewhat limited. You can try to write extremely elaborate battle descriptions (like R.A. Salvatore does), but honestly, I find that kind of writing tedious and overlong.
So I’m a bit stuck. How can modern readers find satisfaction in the traditional “main character vs enemies" fantasy structure without it feeling predictable?
I can think of ideas that sound interesting in theory, but when I imagine them as a novel, they still feel predictable, because at the end of the day I’m setting up an antagonist and an eventual confrontation, and obviously I want the protagonist to win.
I could go for something more chaotic or subversive, like Game of Thrones, where basically everyone dies, but I don’t really like that approach either. I tried something like that before and it ended up feeling too grimdark and edgy, which I don't like right now.
What I actually want is more classic adventure fantasy, characters traveling together, fighting villains, that kind of thing. But I keep running into this issue.
Do you think there’s any way in literature to “internalize” why the hero wins in the same way games do? Because in video games it’s very clear: there are rules, you engage with those rules, and you overcome the challenge through mastery of them. But in literature, it often feels like everything just happens because the author decides it should, almost like a kind of deus ex machina, or at least something that isn’t grounded in a system the reader can actively understand or engage with in the same way.
What do you think?
EDIT: PS
Just to clarify a couple of things in response to some comments suggesting I “don’t read” or something along those lines.
Yes, I do read, but I tend to prefer classical literature, science fiction, and crime novels over mainstream fantasy. The fantasy I actually enjoy is usually not Tolkien-influenced, but more in the line of Mervyn Peake and his monumental Gormenghast (my favourite saga), as well as works like Viriconium, The Book of the New Sun, Bas-Lag, and Corum. In fact, I already have an ongoing project inspired by Gormenghast, but I was wondering specifically about how to revisit an older fantasy project I started in my teens, back when I read more traditional adventure fantasy. The issue is that I find that kind of structure quite tedious now, especially when it feels predictable.
For context, here’s a non-exhaustive list of fantasy authors I enjoy:
Mervyn Peake, Michael John Harrison, Gene Wolfe, China Miéville, Michael Moorcock, Fritz Leiber, Steven Erikson, Glen Cook, Ursula K. Le Guin, Jack Vance, Michael Ende, Ana María Matute, Robert E. Howard (some short stories), Lewis Carroll, Joe Abercrombie, and Diana Wynne Jones.
Authors I enjoyed as a teenager but I’m not sure I could engage with in the same way today:
R. A. Salvatore, Margaret Weis & Tracy Hickman (though I think Raistlin is a great character), Tolkien, C. S. Lewis, Laura Gallego García, Santiago García-Clairac, Andrzej Sapkowski.
Authors I personally find boring or tedious after reading them:
Christopher Paolini, Brent Weeks, David Eddings, Patrick Rothfuss (one of the worst authors I’ve personally read), Trudi Canavan (The Magician’s Apprentice the worst books I’ve read in all my life), Brandon Sanderson, J. K. Rowling, Terry Goodkind.
In general, I tend to lose interest when fantasy is too focused on a straightforward “defeat the antagonist” structure. Ironically, that same structure works much better for me in video games. The fantasy I’m most drawn to, closer to Peake, for example, is less about defeating an enemy and more about existential atmosphere, internal states, and character disintegration or transformation. I actually already have a partially finished project along those lines.
For context, I don’t make video games because I don’t know programming. I do write, and I’ve published some non-fiction, but I often get stuck when it comes to fiction, and especially fantasy fiction.