» Sat Feb 19, 2011 8:14 am
I agree with the storyline cliché.
Every single RPG is about saving the word about something, whether you find that sooner or later it's always the same, save from a few games. Even New Vegas, that was about faction wars, gave you the choice of getting rid of Caesar's Legion and saving the NCR and wastelanders from slavery and death.
But when the RPG is about saving the world or something like that, usually your acts are important and have bigger consequences which helps to increase C&C fun and complexity. If an RPG explored a storyline where you play a role in something small, the choices and consequences wouldn't affect the whole world, but a few single places.
So yeah, sometimes it's necessary to implement that kind of storyline for the sake of roleplaying. Now what developers should really do is put more effort into making it well written and full of great moments and lots of choices, which FNV did well (though it didn't have lots of memorable moments, it was wel written and mature).
Bioware:
1- You are a common person
2- Some big twist happens in your life, you are important now (Shepard becoming Spectre, the hero in DA:O becoming Grey Warden)
3- There is a big evil threating the universe (Darkspawn, Reapers)
4- You recruit a bunch of companions each one with their quests
5- You go on a last suicide mission to destroy the evil forces
Now that's a really dumb type of storyline.