I would add you don't need 'save the world' as your motivation at all. In fact, it lends itself to boring and lazy writing. There is little to examine, expand, or explain when the goal is to save the world from something capable of destroying it. If the goal is, say, to prevent a war or help someone reach a destination, the audience has a million questions. That's a million opportunities for writers to display their creativity.denseWorm said:Look, you don't need to be a hero destined to save the universe from the beginning in RPGs. In KOTOR you're just a questionably talented Jedi trainee a long time before you're a superhero and ditto Neverwinter Nights.
BG2 aside, I don't think one can play NVN and say Bioware can't tell a story.
Both Morrowind and Dragon Age: Origins had 'save the world' plots. The writers of Morrowind realized they needed to expand on the threat, make it personal to the player, and make it relevant to the world of the game. That's how you do it. But Bioware fell into the trap. Dragons kill shit and that's pretty much it. I honestly don't think it occurred to them to do more.