QuoteIt's easy to write a story that isn't cliche, but, as Blizz said, to make it an RPG is basically impossible. I was talking in general.
I said ANY cliche', have you seen the grandmaster lists that are out there? They include: Revenge, Greed, and Insanity as motivators for any bad guy, the first girl you meet falling in love with the hero, childhood couples, having a rich OR poor main character... the list is so long that you WILL run into at least ONE cliche' on some of these lists eventually, unless you purposely go out of your way to avoid them.
QuoteWhat you present is a one-sided view of how to go about stories. You seem to think that stories are only hurt from rewriting them. Sure, I won't suggest you go out of your way to keep the plot the same, but half the time your plot is going to be bad the first time around anyways. Rewrite it, from points that you might have invisioned a plot switch. I might even say that saving the world doesn't have to be the "plot". Blizz points out that he put his game in mystery, which really adds another whole elements. In that respect, a cliche is still there but prevent in an entirely different manner. From an RPG stand point a cliche might present itself as a natural thing, but to avoid those and put something original there is a much better way to go about things in my opinion. The natural flow isn't always the best option.
You have a valid point- some stories are improved from rewrites, actually, all stories are rewritten several times- however they are not rewritten AROUND a character, plot device, or event simply because there's a CLICHE' in it. What Blizz said about changing the cliche' however, is my point exactly. I'm not saying go out of your way to use them, but if they're there use them, and twist them if you can- which is exactly what he did. If you CAN replace a cliche' with something else, and it fits well, go for it. However the natural flow really IS the best thing because when you break it, the reader/viewer/player becomes thrown off, and that's bad in all respects. Changing my evil lunatic clown, which many players will connect to Kefka, into a maneating godhorse would simply be ridiculous. I'm not sure if there ARE any maneating godhorses, so I'm fairly sure my audience wouldn't either, but that doesn't make the change better- the cliche works, you have a motive- the enemy is an insane lunatic sociopath who really pisses you off. Fact of the matter is, the audience will be too stuck on the concept of a maneating godhorse to actually feel any real emotion towards it other than incredulousness.
Originality is good, however going out of your way to avoid cliche's isn't really, put a spin, make it original- a cliche' is only bad if you execute it like a cliche'. If you don't, and you shouldn't, you should have no problem giving your main character a sword, with ridiculous hair, and from a poor or middle class background. Final Fantasy did it. A LOT.