Mystery Man said:
All of their games have had pretty much the same type of story outline since Baldur's Gate?
Hero has no memory or a mysterious past that he/she does not know about.
super villian knows but isn't telling
you find nuggets of info all thru the game, then the final mystery is revealed and you kill the bad guy in the end.
Maybe this is why I haven't bought a game since Neverwinter Nights, and haven't finished one since BG II.
That commentary is approximately as useful as saying that "Bad guy almost wins because he has an obvious advantage, but then good guy turns it around to save the day" is overdone as a story device. Well... yeah. It is. Along with "Mystery novel in which someone kills someone else, and the hero of the mystery has to figure out who it is" and "Romance novel in which the heroine falls for the hero, and then a disagreement or misunderstanding serves to break them up, and then they get back together in the end happily." It's not what formulae you use. It's how well you use them.
Baldur's Gate: You have a past of which you are unaware, namely that you're the child of a god.
Baldur's Gate II: You have a past of which you are completely aware. So already, this has broken down, since there's no new amnesia attack in BG2. You're the Bhaalspawn. You know that. It's part of the story.
Neverwinter Nights: No. No amnesia, no big backstory, nothing like this at all. Sorry.
Shadows of Undrentide: Nope.
Hordes of the Underdark: There's a twist related to your identity, yeah, but it's a one-shot plot device whose sole purpose is to explain why
you have to be the one to take down the big bad, as opposed to any of the insanely powerful folks tromping around the Forgotten Realms. You're not the child of a god, you don't have amnesia, and the plot is nothing like Baldur's Gate.
Knights of the Old Republic: Yep, amnesia. Nailed that one. Although I'd argue that there's some slight difference between BG1's "Wander all over the world, exploring and solving mining conflicts, only to be forced into a confrontation with a fellow Bhaalspawn at the end" plot and KotOR's "Desperate battle to stop massively superior Sith fleet by finding star-maps, realizing partway through that you were actually the Sith commander and that large parts of this attack were your fault."
Jade Empire: The only past of which you are unaware is revealed to you in approximately the first hour or two of gameplay. You know about it from that point on. There are certainly twists in the story, but who and what you are isn't one of them. You're pretty much what Master Li says you are in Chapter 1.
It sort of seems just a bit like you might possibly be reaching a tad with this conclusion. If you don't like Bioware games, that's fine, but arguing that they're not using the tropes of the Black Company, but instead using the tropes used by, say, the other 99% of the fantasy bookshelves at the average bookstore, strikes me as a bit naive. I mean, heck, put aside what I think personally of the following series, and just go with their plot devices:
Wheel of Time: Uh, past of which the hero is unaware? Yeah, maybe, a bit.
Sword of Truth: Hero gets a special title and ancient artifact in the first act, which is, but for the handwaving, exactly the same as getting a special important backstory. Oh, and the hero already has another special important backstory at this point, so... yeah.
Song of Ice and Fire: Nope. Although a persnickety person might argue that having most of the protagonists be the scattered children of a now-fallen noble family is sort of at least in the same ballpark.
Robin Hobb's Assassin Trilogy: Hero has slowly explained and developed power from not just one but two different familial sources, and has to learn about and accept them.
Belgariad: There might be some kind of important past that the hero is unaware of here, but I can't quite put my finger on it.
Lord of the Rings: Young peasant lad is informed that a family heirloom is actually a powerful magical talisman for evil bad guys, and that he is the only one who can destroy said evil talisman. He doesn't have amnesia, but it's at least as much of a convenient backstory plot device as those mentioned in the Bioware games.
The Entire Set of Arthurian Folklore: Sword. Stone. King. Yep.
That awful Rhapsody series: Girl is chosen one because of big-ass time-travel handwave at the beginning of the story, which the reader isn't supposed to figure out, apparently.
That awful Sara Douglass Wayfarer series: Axis, when he is not brooding and broodful and broodtastic, turns out to have a secret past that makes him incredibly powerful, while evil bad guys snarl at him and try to kill him and taunt him with knowing a bit more than he does for the entire frelling book.
So, going by shelfspace, we've got Martin, Glen Cook, and... well, we could start looking at Melanie Rawn or Mercedes Lackey, but I don't imagine that your solution to the problem of overused fantasy conventions is adding in overused
romantic fantasy conventions. And, at least as far as epic fantasy goes, that's pretty much it.