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Essay

The loneliest hero: a world that always says yes is no world at all.

Every door opens, every fight is won, everyone agrees with you. It sounds like a dream. Stay a while, and you notice that the only face in this world is yours.

· 12 min read

A young man in a red cloth lies on a rock at the edge of a forest pool and stares down at his own face in the water. A few steps away, a young woman in a pink robe sits by a tree and watches him. He doesn’t look up.
Narcissus can’t stop looking at the one face that always agrees with him. Echo, cursed to repeat only the last words she hears, can’t tell him anything new. Two people by the same pool, and both of them alone.John William Waterhouse, Echo and Narcissus, 1903. Walker Art Gallery, Liverpool. Public domain, via Wikimedia Commons.

Imagine a story where you play the hero, and the world says yes to everything.

You say you are the chosen one, and the king believes you. You ask the princess to marry you, and she says yes before you finish. You draw your sword, and the Demon King falls over.

It’s fun for about ten minutes. After that, the world starts to feel empty. There are castles and crowds everywhere, but nobody is home.

In a world that always says yes, the people around you have nothing of their own to say. Everyone you meet is you, wearing a different face. You are standing in front of a mirror, and you are the loneliest hero in the story.

Here is the short version:

Heaven, for a month

In 1960, The Twilight Zone aired an episode called “A Nice Place to Visit”. A small-time thief named Rocky Valentine is shot by the police. He wakes up next to a friendly guide called Mr. Pip.

Pip gives Rocky everything he wants. Money. A fine apartment. Beautiful women who all adore him. At the casino, he wins every bet.

Rocky decides he must be in heaven.

But every win feels the same. Nothing is hard, so nothing feels like his. Soon he is bored out of his mind. He tells Pip he doesn’t belong in heaven. He wants to go to “the other place”.

Pip laughs. Rocky was never in heaven. This is the other place.

The episode plays it as a joke. I don’t think it is one. A world where nothing can tell you no is a very comfortable prison.

And look at who lives in Rocky’s paradise. Women who love him because they were told to. Dealers who lose because they were told to. Rocky is surrounded by people, and completely alone.

Everyone in the city is you

Let me show you with the world I use in every post: a sword-and-magic kingdom built over the body of a sealed Demon King. You play the lowest-ranked adventurer in the guild.

On your first turn, you walk up to the guild master and say: “I am the chosen hero. Give me a real quest.”

Here is how two different worlds might answer.

YOU, ON TURN ONE “I am the chosen hero. Give me a real quest.” A WORLD THAT SAYS YES The guild master “I knew it. Take my best sword.” The receptionist “I always believed in you.” The Demon King “The prophecy! I surrender.” Three people, one voice: yours. A WORLD THAT ANSWERS The guild master “Chosen by whom? You still owe me for that potion.” The receptionist Writes your name down. The ninth chosen hero this month. A stranger in the corner Heard every word. Buys you a drink. He has a use for you. Three people, three reasons.
On the left, everyone says what you hoped to hear, so in a way you wrote all three lines yourself. On the right, each person answers from their own life, and one of them turns your boast into a story.

On the left, you won. But who did you win against? The guild master didn’t decide anything. Neither did the Demon King. They had no wants of their own, so they had nothing of their own to say. You were talking to yourself.

On the right, you lost the argument. But look at what you got:

Three people who were there before you walked in, and who want things that have nothing to do with you.

To me, that is what a world is. Other people, wanting other things.

Echo by the water

The Greeks had a story for this. You can find it in Ovid’s Metamorphoses, written about two thousand years ago.

Echo was a nymph who talked too much. The goddess Juno punished her: from then on, she could only repeat the last words other people said. Nothing of her own.

Echo fell in love with a beautiful young man named Narcissus. She followed him through the woods, but she couldn’t start a conversation. She could only give his own words back to him. He pushed her away.

Later, Narcissus bent over a pool to drink and saw a face in the water. He fell in love with it. It was his own reflection.

He stayed by the pool until he wasted away.

A world that only says yes is Echo and the pool at once. Every character hands your words back. Every face turns out to be yours. Narcissus thought he had found someone. He was alone the whole time.

Why a yes-man’s yes is worth nothing

About nineteen hundred years ago, the Greek writer Plutarch wrote an essay called How to Tell a Flatterer from a Friend. His test is simple. Pretend to change your mind, and watch. A flatterer changes his mind too, every time.

Plutarch said he had no use for a friend who moves when he moves and nods when he nods. In one old translation: “my shadow better performs that function.”

Psychologists have tested something close to this. In 1965, Elliot Aronson and Darwyn Linder ran an experiment where people overheard another person talking about them, over several meetings. For some, the talk was warm from start to finish. For others, it started cold and slowly turned warm.

I would have guessed that people liked the one who praised them all along the most. They didn’t. They liked the one who started cold and came round. That person’s praise meant more, because it had to be won.

Hans Christian Andersen turned the same idea into a fairy tale, in 1837. Two swindlers sell an emperor clothes that only clever people can see. There are no clothes. But nobody wants to look stupid. So the ministers praise the cloth, the court praises it, and the whole city cheers as he walks through the streets in his underwear. Only a child says what everyone can see.

An old engraving of a street procession. Under a tall canopy held up on poles walks an emperor in a crown and a thin undershirt, holding an orb. Richly dressed courtiers walk beside him with straight faces. Crowds watch from both sides. On the right, a mother holds a small child.
A whole court that only says yes. The emperor is surrounded by people, and not one of them is on his side.Vilhelm Pedersen, illustration for Andersen’s “The Emperor’s New Clothes”, 1849. Public domain, via Wikimedia Commons.

The emperor didn’t need more praise. He needed one person who was free to say no.

A yes is only worth the no it could have been.

Lonely heroes in other stories

Stories keep coming back to this hero. Two famous ones:

These heroes have everything. What they don’t have is anyone who isn’t playing along.

My favorite example, though, is a manga about a bald man who wins every fight.

One Punch Man: lonely at the top, busy everywhere else

One Punch Man started in 2009 as a webcomic by an artist known as ONE. Told only from its hero’s side, it would be one of the loneliest stories I know.

Saitama trained until he could win any fight with one punch. A monster the size of a building: one punch. Every fight says yes to him, so no fight means anything. He is bored with fighting. Winning doesn’t feel like anything anymore. He spends the story looking for one opponent who can push back.

If the series only followed Saitama, it would be over after one chapter. The joke would be told.

Luckily, the series doesn’t stay with him. It keeps cutting away to the people around him, and they can still lose:

None of them lives for Saitama. They have their own fears, and their own ranks to climb. They fight, and they often lose. Most of what I remember from the series is theirs, not his.

FROM SAITAMA’S SEAT A monster One punch. A bigger monster One punch. The biggest monster yet One punch. Afterwards Back to the supermarket sale. Every fight says yes. FROM THE READER’S SEAT Mumen Rider Can’t win. Stands anyway. Genos Wants revenge. Wants to learn. King Lives on a fame he didn’t earn. Garou Takes the monsters’ side. Everyone else can lose.
The same world, seen from two seats. Saitama gets a world that always says yes. The reader gets everyone else, and everyone else can still be told no.

So the series gets it both ways. Saitama lives in a world that says yes to every fight, and he is lonely. We read about a world full of people who can still be told no, and we never feel lonely.

Even the jokes come from there. The world doesn’t believe in Saitama. He is ranked low, and other heroes get the credit for his wins. His fist can beat anything except other people’s opinions.

If you build worlds, this is worth stealing. Your hero can win every fight, as long as the people around them still have fights of their own.

Why AI storytellers love to say yes

For a long time, a story world could only say no if its author planned the no. A game designer built the locked door. A Dungeon Master decided that the guard didn’t believe your story.

AI changed that. An AI storyteller can answer anything you type. And left to itself, it tends to answer yes.

There is a reason for that. Chat models learn partly from human ratings: people compare two answers and pick the better one. In 2023, researchers at Anthropic studied this kind of data. Answers that agreed with the person were more likely to be picked. Both people and the AI models trained to copy their taste sometimes chose a convincing answer that agreed with them over a correct one. The word for this is sycophancy.

In April 2025, OpenAI had to take back an update to ChatGPT four days after it came out. The company said the new version had become “overly flattering or agreeable”. It praised almost any idea people brought to it.

A flattering assistant is annoying. A flattering storyteller ruins the story. You ask to win, and you win. You say the guard believes you, and he does.

I wrote about my own forty minutes in a world like that in an earlier post. The tavern appeared when I asked for it. So did the conspiracy, and so did the victory. Then I noticed that there was nobody in that city but me.

The philosopher Bernard Suits had a neat definition of a game, in his 1978 book The Grasshopper: playing a game is “the voluntary attempt to overcome unnecessary obstacles.” Take the obstacles away and there is nothing left to play. Rocky Valentine found that out at the casino.

The answer isn’t “no”

The easy fix would be a world that says no more often. I don’t think that works. A world that always says no is just as lonely. You push, nothing moves, and there is still nobody there. You have swapped the mirror for a wall.

Improv actors have a famous first rule, “yes, and”. You accept what your partner offers, then add something. The part people forget is that the rule is for the actors. The actors agree on what is real. Their characters can still fight, lie, refuse and storm out. Some of the best scenes are full of “no”, played by actors who said yes to each other.

A story world can work the same way, with two different kinds of yes:

YOU TRY Climb the wall. Insult the king. Claim the crown. EACH PERSON ANSWERS with what they want, what they know, what they fear. Yes Yes, at a price Not yet No, and here’s why Someone else heard Yes to the attempt. A real answer to the result.
The world never blocks the attempt. But the result belongs to everyone in the scene, not only to you.

So when you tell the guild master you are the chosen hero, you get a laugh, a tired receptionist and a stranger who was listening.

And some days, you get a yes. That one you will remember, because it could have gone the other way.

How Dai Novel tries to answer

This is the part of Dai Novel I care about most. You play one character: what they do, say, think and feel. The AI plays everyone else.

The instructions our AI writer follows were written with the yes-world in mind. Here are three of them, in plain words:

And the world is written before you arrive: who lives there, what each person wants, what they hide. The guild master was keeping his own secret long before you walked in. Your boast doesn’t change that. It just gives him a new reason to look at you.

What’s still hard

The pull toward yes never goes away. The models were trained to please, and sometimes it shows. A side character drops everything to help the hero when they shouldn’t. A hard conflict gets settled three turns too early.

Too much no is a problem of its own. If every attempt fails, the player feels that nothing they do matters, and we are back at the wall. Getting the balance right is still work, turn by turn, and we don’t always manage it.

Power fantasies are fine, too. Sometimes you want to be the strongest person in the room. One Punch Man shows how to do it without the loneliness: let the hero win, and keep the world full of people whose stories aren’t about the hero.

One question to take home

Think of your hero, in a story you are writing or a world you are playing. Who in that world is allowed to tell them no?

If the answer is nobody, your hero is alone, however crowded the room is.

In my world, it’s the guild master. He laughed at my hero on the first turn. Forty turns later, I’m still trying to earn his respect, and it’s the best part of the story.

Sources: Ovid, Metamorphoses, Book III; Plutarch, “How to Tell a Flatterer from a Friend”, Moralia, translated by F.C. Babbitt (Loeb, 1927); Aronson and Linder, “Gain and loss of esteem as determinants of interpersonal attractiveness” (Journal of Experimental Social Psychology, 1965); Hans Christian Andersen, “The Emperor’s New Clothes” (1837); The Twilight Zone, “A Nice Place to Visit”, written by Charles Beaumont (CBS, 1960); ONE, One Punch Man (2009–); Groundhog Day (1993); The Truman Show (1998); Sharma et al., “Towards Understanding Sycophancy in Language Models” (ICLR 2024); OpenAI, “Sycophancy in GPT-4o” (April 2025); Bernard Suits, The Grasshopper (1978). The guild master, and anything here that turns out to be wrong, are mine.

Build a world that answers back

Give every character something they want, then let the hero walk in. Or step into a world someone else built, and find out who tells you no.

Create a world or play someone else’s