MoogleEmpMog said:Why?
Step back from your pen-and-paper RPG player assumptions and you'll realize that the vast majority of other games (games which, I might add, generally sell much better and to far more people) do exactly what you're saying the shouldn't (or, rather, DON'T): enforce a core story that MUST be played out during the course of gameplay, or all of the players lose the game.
Someone WILL conquer the world in Risk. The core story of Risk is about alliances of great powers going to war, suffering setbacks and achieving victories, until one of them emerges triumphant. If one doesn't, well, it almost certainly means that the players got tired of the game and packed up before they were done.
The investigators WILL discover and stop the outer god's plot in Arkham Horror. The core sotry is about them doing so. If they fail, all the players lose (AH is more like a pen and paper RPG in that every one of the players can lose a session).
The PCs WILL defeat Kefka in Final Fantasy 6. The core story is about a group of heroes coming together to try to stop a great evil from unleashing an apocalypse, and, failing that, to free the world from it. If they DON'T, the player loses the game.
Before you ever sit down to play these games, you could write their stories down because the endings are either predetermined or essentially present one of two possibilities.
That's what the vast majority of games (those that aren't completely abstract, like poker) are. All three of those games have core stories that will be completed.
I posit that many, if not most, people who don't presently play RPGs would be more comfortable with them if they followed the same paradigm. The extreme initial success of White Wolf's World of Darkness was, IMO, was partly due to its strong metaplot drawing in players who were confused by the odd paradigm of most RPGs.
Now, experienced players tend to like that element less and less (Or would they, if not exposed to D&D and its thematic (or anti-thematic) direct descendents? I'm not so sure.), so they tend to drift toward other games or even complain about the very elements that made entering the hobby comfortable for them in the first place.
(I realize I said I wouldn't be replying, but this post caught my eye.)
I think what we have here is a disconnect between what I'm talking about and what you think I've been talking about.
I read Mike Mearls Livejournal Post on Core Story. Which, as far as I can tell, can also be called the reason for playing. What is the core story. Why are you playing. In D&D the classic core story is to kill monsters and take their stuff. In Tribe 8 the core story is; survive, organize, and learn the secret of the angels in order to destroy them.
I am talking about story, not core story. See the definition of story I included in my prior post above. That is what I mean by story. Core story, the reason why we play, is something else entirely. Even with the rpg as imaginary life paradigm you can have a core story. Only now there are more options in how the core story is pursued.