I'm not sure I understand the whole 'derivative' or 'predictable' game setting critique. There are tropes in each game that we play that resemble some other book or myth that came out before. The difference should, of course, be HOW the author/team present the story. Allow me to break it down in familiar terms.
Layer 1: the world is imbalanced. Be it a ring, a reaper invasion, a darkspawn invasion, or just to ensure that humans remain mortal. Luckily, there is a hero who is uniquely qualified to re-balance the world and his potential team will provide the necessary support to succeed. This is true when we talk about Shepherd and his team, Frodo and his team, or King Leonidas and his team.
Layer 2: Our hero is 'called' to 'save the world/universe' This hero's past effects the way that he is treated in the early part of the game - whether reviled, belittled, ignored, or with a chip on his shoulder/something to prove. In some cases he may have been a "Hero" before (as in Beowulf). From humble beginnings, the hero must find a way to break the cycle - i.e. 'end the story' properly.
Layer 3: those who assist are drawn from varied - and sometimes antipathetic - backgrounds. demi-liches, tieflings, Krogan, Asari, dwarves, elves, assassins and bun bakers - their profession and background are mere window dressing meant to set up the age-old lesson that underneath it all, we are all "human" (even if our ears are pointy). This team may - usually is - the source of mini-adventures or conflict. Think of Odysseus' crew on the Cyclopes' island; they were both victims and assistants that were necessary to ensure Odysseus got off the island.
Layer 4: Wise council must always be sought. This is typically from a quasi-mysterious entity, often with aspects that transcend humanity - Gandalf, surreptitious messages from a chained god, or even a trio of witches with dark appetites. This council, regardless of its
origin, provides the hero with the most important tool to overcome the nigh-insurmountable odds; a chink in the armor of the enemy.
Finally, the hero is ALWAYS the hero and is the protagonist. There are very few books, movies, or other entertainment which breaks this mold; John Gardener's Grendel or 2011's Sucker Punch. These sometimes receive critical acclaim and sometimes are roundly criticized - of course the reception depends upon the ability of the author to turn the 'villain' or 'support character' into the protagonist - Grendel makes the beast into a foul-mouthed protagonist unjustly persecuted by a barbarous Beowulf while Zach Snyder's sudden abrupt focus in his film set the fanboys a-howlin' - the majority of critiques of Snyder's film seems to be a 'lack of focus' which can be read as "hey! you tricked me" (though the clue was in the title, duh!)
Drawing from Joseph Campbell's 'Hero with a Thousand Faces' we should recognize that the same CORE story has been told time and time again since the very beginning of time. Romance of the Seven Kingdoms, the Odyssey, or Song of Roland are replaced with Dragon Age, Star Wars, or Baldur's Gate. All in all, our favorite stories are exactly like Yogi Berra's famous quip "it's deja vu all over again." We actually come to expect certain adherence to convention; fantasy settings that have elves (or elf-like beings), science fiction that has robots (or robot-like beings, such as Spock), Westerns with gunslingers, and so on. We have not matured much beyond the three year old who wants to hear Sandra Boynton's "Oh My! Oh My! Oh Dinosaurs!" read EXACTLY the same way over, and over, and over again. Those games, stories, or films which fail to conform to these pre-conceived assumptions often lands the story author in hot water.
In my opinion, Mass Effect (both 1 and 2) do a much better job of re-skinning the story with new window dressing while Dragon Age is less successful but at the core it's all the same old song and dance that we humans have enjoyed since time immemorial.
Post edited July 22, 2011 by VetMichael