Anthropic Principle: Difference between revisions

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The Anthropic Principle as it applies to fiction is similar: Every [[The Verse|fictional universe]] has fundamental, axiomatic elements without which its story simply ''could not exist'', and the reader must accept those elements in order to enjoy the work. The ultimate expression of this trope is [[Minovsky Physics]] -these elements are actually carefully planned in advance, ensuring a logical transition from real life to the fictional universe.
 
For example, ''[[Slumdog Millionaire]]'' requires a lead character able to get on a TV quiz show and do surprisingly well, to the point that the show itself becomes [[Serious Business]]. For ''[[House (TV series)|House]]'' to happen, Dr. Gregory House must be able to keep his job as a genius diagnostician despite being a major [[Jerkass]]. For ''[[Snakes on a Plane]]'' to happen, there must be [[Captain Obvious|snakes on]] [[Exactly What It Says on the Tin|a plane]]. For a ''[[Gundam]]'' series to happen, giant [[Mecha]] must be possible. And to the eternal enmity of all physicists, you cannot have a [[Space Opera]] without [[Faster-Than-Light Travel]] ... and the resultant [[Cool Starship|Cool Starships]]s [[We Will Use Manual Labor in the Future|must have people on them]] (even if it's just because [[AIA.I. Is a Crapshoot|suitable machines can't be trusted]]) because [[Most Writers Are Human|it's hard to tell entertaining stories about unmanned probes.]] For an [[Adventure Game]] or [[RPG]] to happen, there must be ''someone'' who the player can guide through the [[Sorting Algorithm of Villain Threat]] and eventually beat up the [[Big Bad]] in single combat. And in all of the above cases, if Adventures of those types can be had regularly, it is an [[Adventure-Friendly World]].
 
This is in some ways the opposite of the [[MST3K Mantra]], which says that some details don't need to make sense because they ultimately don't matter; the [['''Anthropic Principle]]''' says that certain details of the story '''do''' matter because they are the foundations that the story itself is built upon, and accepting those details on faith is critical to the audience's enjoyment of the show, even if it doesn't make much sense from an outside viewpoint.
 
* This trope is surprisingly often [[Defied Trope|defied]] by critics reviewing [[Comic Book]] [[The Movie|film adaptations]] and [[Fantasy]], when they dismiss an entire genre in its opening paragraph by pointing out that the very premise of the story is realistically impossible and rests upon [[Character Archetype|childlike simplifications]] -- and—and anyone who takes such stories seriously must by definition be irresponsible and childish themselves; see [[Complaining About Shows You Don't Like]].
 
* Conversely, the need for the plot to work ''as an actual story'' is a problem for [[Fan Dumb|overzealous fans]] who attempt to [[Doing inIn the Wizard|explain away]] an aspect of the story that requires [[Broad Strokes]]. They may foreswear any [[Death of the Author|literary]], character-driven, or [[Epileptic Trees|other]] interpretations, placing [[All There in the Manual|rigorous consistency]] above whether or not it makes [[Rule of Drama|a good story]]; and apply [[Armed with Canon|similar standards]] when judging film adaptations, even when there'd be no film if their proposed changes were made.
 
* Sometimes the author is dissatisfied and rebels against the underlying premise. Changes to the basic premise to make it "consistent" or "relevant" (due to [[Cerebus Syndrome]] or [[Executive Meddling]]) will require a [[Continuity Reboot]] or a total [[Retool]] of the premise. Compare [[They Wasted a Perfectly Good Plot]].
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== [[Literature]] ==
* Given a [[Shout-Out]] in one ''[[BattleTech]]'' novel, where it's revealed that {{spoiler|Vladimir Ward}} firmly believes in a personal version of this -- thatthis—that is, he's earnestly convinced that the Star League fell and the Clans came into being just so that ''he'' could be born at just the right time for the invasion and go on to conquer the Inner Sphere. To him, that's actually the simplest and most logical explanation for everything in his life up to that point.
* The [[Discworld]] series have this as a major theme in general: Discworld is a world of stories. The world often conspires to get the people in the stories to play their roles, no matter what the consequences. The people often aren't happy with this.
** One book mentions the Unseen University Professor of Anthropics, who has created the Extreme Anthropic Principle: the theory that the universe is here solely for the Unseen University Professor of Anthropics. It is further mentioned that everyone, with a few changes of the Insert Name Here variety, secretly [[wikipedia:Solipsism|believes the same thing]].
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== [[Video Games]] ==
* ''[[Assassin's Creed]]'' uses this to [[Hand Wave]] a traditional video game trope. The plot of the game involves a man reliving the memories of an assassin ancestor using a special machine that reads genetic memories; what would be a [[Life Meter]] in most games is called a Synchronization Meter, explaining how in synch he is with the historical events. Performing actions that are badly out of character (like killing innocents) or just plain inaccurate (like dying) lower the Synch Meter. Incidentally, it was made by the same team as the ''Prince of Persia'' series, mentioned abovebelow. Logically, this implies that Altair was an ''incredible [[Badass]]'', since being hurt at all lowers synchronization- thus he never got hurt...
** In turn, we also know that Altair and Ezio must at some point have children, since they eventually become Desmond's ancestors. So when we meet Sofia in Assassin's Creed Revelations, It is even more obvious than usual that she is the Love interest.
* The game ''[[BioShock (series)|BioShock]]''. Near the end of the game, it is revealed that every action the hero has taken {{spoiler|was the result of post-hypnotic suggestion compelling him to act}}. If you attempt to defy the {{spoiler|mind control}} earlier in the game, [[No Sidepaths, No Exploration, No Freedom|not only do you not progress]], but you never even get to the point where you can discover the true reasons behind your actions. Of course, if this happens, the plot stalls. There is only an interesting game in the first place because the plot proceeded the way it was meant to - you are playing it only because it happened that way.
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* A variation happens in ''Freddy Pharkas: Frontier Pharmacist''. The story is told by a local old coot, and would on a proper playthrough be about how Freddy saved the town. If you die, however, the [[Have a Nice Death]] message is the coot ending the tale of how Freddy died. "And that's how Freddy Pharkas drowned in the swamp."
* In ''[[Metal Gear|Metal Gear Solid 3]]'', the death of Naked Snake or Ocelot both result in the infamous "time paradox" game over screen. The future course of the story depends HEAVILY on these two characters, so it just wouldn't do for them to die in the prequel.
** In ''[[Snatcher]]'', while the Continue function works as standard, the Chief will shout at Gillian after the factory opening if he dies during the attack of the Insectors. "Do you hear me, Seed? No more Game Overs!" In ''[[Policenauts]]'', Jonathan will [[Have a Nice Death|complain]] if you get too many [[Game Over|Game Overs]]s, and then suggest hints (and if you carry on failing, simply say "I'm going to get him this time.") In the original ''[[Metal Gear Solid]]'', Mantis comments on how many traps Snake has fallen into - the traps are instant-death pits, suggesting Mantis is able to see Snake's Game Overs. [[Hideo Kojima]] likes this trope a lot.
* ''[[Persona 4]]'' goes to an unusual amount of effort to justify its anthropic principle. The moment you discover the TV world, it's obvious you'll be going there and fighting monsters, but the characters react realistically to this discovery rather than [[Jumped At the Call|rushing in]], with the result that gameplay [[It Gets Better|doesn't fully open up until about three hours in]].
* The game ''[[Prince of Persia|Prince of Persia: Sands of Time]]'', lampshades this. Whenever the Prince dies, we hear him tell us,"No, no, that wasn't how it happened. Hold on." Because to have the Prince die would mean that the story of the game that is interesting would not be told, that he would not be there at this very moment to tell the story of his adventure to begin with.
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[[Category:Laws and Formulas]]
[[Category:Omnipresent Tropes]]
[[Category:{{PAGENAME}}Anthropic Principle]]
[[Category:Mechanics of Writing]]