Yesterday, I was talking about the classic Fallout games' openings with a friend of mine, and we both arrived at an uncannily accurate observation: most RPGs in general, no matter the developer or the culture it came from, have terrible, or at best mediocre openings that don't exactly put their best feet forward, compromising either on the gameplay with really long expository or story centric scenes, or on the story with an uninspired early dungeon featuring really weak enemies. Why is that? Well, I posed the question to a few places, and came across what I think is a comprehensive answer: 1. I credit my friend for bringing this point up, but essentially RPGs find themselves needing to come up with good reasons for their characters to be adventuring the world instead of going on with their regular lives at home, like regular people. This imposes certain narrative limitations, as there's a very limited width of explanations that satisfactorily meet this need, and often RPG ...