For all the vitriol about the "chosen one" trope, can somebody name an rpg they actually liked that didn't use it? Not sarcasm. I'm genuinely trying to find some clarity on all the dissatisfaction.
Legend of Mana, where your own story serves little more than to end the game and head into newgame+ mode and the meat of the game is in experiencing the stories of the characters you interact with. I'd wonder about anyone that played through the Jumi storyline, to a point, and didn't get teary eyed. You're more often a side character to a bunch of main characters in their own stories. The smaller stories, more centered around you, side quests if you like, in the game are more about drenching you in the feel of the world and its characters.
Legend of Mana, in many ways, outside of the side character to NPC main characters bit, was about building a world you could live in. I think that's why you have the apprentices available so early, and why there are so many hidden events/easy to miss things due to characters literally going about their day whether you're present or not. This really helped the game's replay ability, as you could discover entirely new things each time you played through the game. This was also a JRPG that let you pick gender, was non-linear and that just had a ton of style
Legend of Mana wasn't about saving the world either. The world had already been shattered, you were putting it back together, in a fashion, but not in a way that anyone ever recognized or commented on.
-
SaGa Frontier (and many of the main characters in SaGa games beyond) often put you in, "not the chosen one" scenarios. There are several main characters you can choose at the beginning of the story. Yes, one of them does become a super hero out to save the world from a big bad, but he was just one of several.
1. A bard who leaves home to find himself. In his wanderings he eventually discovers who his real father is and faces him.
2. A defunct robot trying to recover its memory and figure out its function/purpose.
3. A mage trying to learn all the magics of the land and eventually must face his brother in a magic duel.
4. A common girl, who gets run over by a carriage, is taken to the castle of the owner who is essentially this world's version of a Vampire (called a Mystic). She discovers she's meant to be made one of his brides and tries to escape only to realize, when she gets back home, that the amount of time she took to revive was far, far . . . far longer than she thought. This one has multiple ending based on how much you embrace your "Mystic" powers allowing a Human, Hybrid and full Mystic ending to the story.
5. A woman wrongly accused of murdering her beloved (possibly framed) gets put in jail, has to escape and find out who the actual killer is.
And more. Yeah, more. Multiple characters in the same world, who can run across one another and interact as they go about their own stories, along with NPCs and characters unique to their own stories. Choosing a male or female character of varying origin isn't even unique to this SaGa game, it's been a part of nearly ever SaGa game out there except . . .
-
SaGa Frontier 2. You play two characters over a timeline, the narrative switching between them. This is a great game and a great story, but it's often described as a bad SaGa game because it's linear, unlike the others. The highlight is when you play as Gustave, a character in a world where everyone has magic who doesn't have magic and becomes ostracized and kicked out of his royal family, losing his heritage. It turns him into an twisted disgusting human being driven by anger and the want to prove that he is worth something in a world that thinks he is worthless because of his lack of magic.
Nearly all the SaGa games are great, just don't play Unlimited SaGa as it was the last, and pretty much killed the series with how much everyone loathed it.
-
Heck, even Dragon Age 2, despite its many flaws, is a good example of this. At its base it's the story of someone rising through society. It could have been done better. I watched a video once where they talked about it as a simulation of someone living in a Fantasy city, and, in my opinion, at its best, DA2 does this. At its worst it's too driven by its own need to set up DA:I to actually manage that idea properly, but the idea is there, at a base, and works - if you can find it under the rubble of bad ideas, bad mechanics, waves of enemies, simplified combat and reused environments.
The idea works, you could build a proper game around it. Not that "just a character having to deal with living in a fantasy world" applies to Mass Effect so much, but you could do a, "character having to deal with living in a sci-fi world" game, you could, I'm just not sure ME:A is the game to do that with, given its subject matter.
You might not guess, given my criticism of DA2 above, but DA2 is actually my favorite Dragon Age after the "Origins" part of DA:O. I love DA:O's origins, but I'm not terribly fond of the plot and game that tear you away from, what I think, are far more interesting stories. DA:I didn't grab me, I kept playing it trying to find the point it got better, and eventually quit without finishing it - I know it's a personal opinion, personal taste and preference, but I've replayed DA:O's "origins" sections repeatedly, they're great story telling, I adore them. I have, despite what you might think from my criticisms, replayed DA2 multiple times. I love the setting and characters, even if I'm not fond of the re-use of environments and other nonsense that drags it down. But DA:I?
-
I love the Mass Effect series, but I'll be honest, it's the characters that make me play it, not the Reaper plot. Citadel, no matter how ridiculous it is, works, not because of the Reaper invasion that the DLC ignores entirely, but because it focuses on the true strength of the series. Characters. Citadel is my favorite ME3 DLC, next to Leviathan, and only Lair of the Shadowbroker stands out, in my mind, as something I enjoyed more (probably because it combined good characters with a 'not end of the world' plot that hit the ground at break neck pace and never let up).
-
So, yeah, there are RPGs out there that manage to not make you the chosen one, that manage to not make everything about one big looming threat of untold evil. Some more successful than others, obviously, but that just shows you can do things wrong or right, just like any endeavor.