I am not sure people know what the word cliche even means. A cliche is inherently a bad thing.
Cliche (1): - "A trite, stereotyped expression; a sentence, phrase or device, usually expressing a popular or common thought or idea, that has lost originality, ingenuity and impact by long overuse.
Cliche (2): - "A trite or hackneyed plot, character development, use of colour, musical expression or similar."
Cliche (3): - "Anything that has become trite and commonplace through overuse."
Now what we are talking about is patterns, or tropes. They aren't cliches if they are fun and entertaining.
Now would probably be a good idea to go and read up on tropes, would save me hours of talking, these two especially:
http://tvtropes.org/....php/Main/Trope
http://tvtropes.org/.../TropesAreTools
If they were cliches they would be fundamentally detrimental to the game and would make the game better if removed. Which is not really the case. Bioware uses some variance of this formula because it works very well for an RPG (or almost any game, I would imagine).
It is not as if they never vary from it either, but each of these patterns has a point to why it exists.
For instance:
- Hailing from humble origins is a good way to establish the story to the player through familiarity.
- Starting with a battle or catastrophe is a expedient and easy-to-understand way of getting the plot started and keep the interest of players.
- Having a martial and a magical companion from the beginning makes sense game-play-wise, as it ensures the player is equipped to tackle most problem.
- Joining a special organisation is an good way to allow the player the freedom and power they need to do all these strange, dangerous, and wondrous things that will happen throughout the story.
- Having to reach four different areas creates enough missions to give the player room to decide for themselves and play how they want, but not so many as to confuse or overwhelm (note I am fully aware that most, if not all, of us would be able to handle it, but this makes it more manageable for more casual players.)
- Being opposed by an evil or sinister organisation can create conflict, excitement, mystery, etc. i.d. many of the things that drives a good story.
- Falling asleep and having a dream scene. Okay, i am not sure why this one is so used, I don't mind it but I am not sure what purpose it serves.
- Finding ancient ruins or signs of an ancient civilization is an intriguing plot point for many, and one I know I have always personally enjoyed. This one may be more up to personal taste though.
Except for the last two all are very effective story-devices (and I am almost sure each is covered by a trope describing its effect in greater detail) and serve to guide and enhance the plot, not as a sign of poor writing. Besides, originality died over two thousand years ago, the best way to make good stories is to use existing elements that people know and use them in interesting and exciting ways.