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« on: June 10, 2010, 04:53:53 am »
I agree that Gil's suggestions seem a little typical. I would suggest that you don't look to other games for plot ideas. The turning your hometown upside down thing has been done to death, and although games like Mother 3 find ways to do it in new or interesting ways, I think it's worth considering other options.
It might be worthwhile to not bother establishing the status quo at the beginning of the game, especially if you already are thinking of it as 'boring'. For instance, The Grapes of Wrath starts with Tom Joad coming back from prison and finding his family kicked out of their home and packing to go west. We don't need to see them working in the fields to get an idea of what their life is like. The Odyssey starts with Odysseus away from home after fighting in a long war--I'm not too familiar with the poem myself but I don't think Homer felt the need to show Odysseus holding hands with his wife so we know what he is trying to get back to. The Road by Cormac McCarthy, a critically acclaimed American novel published in the past few years, starts well after some sort of civilization ending war/tragedy.
I think for starters you ought to think about what your main character or characters motivations are. Again I would advise against the typical video game epic motivation: save the world. The Grapes of Wrath, the Odyssey, and The Road are epic narratives or modeled after epics, but the primary character motivations are pretty small in proportion to the world. The Joads are trying to survive/keep the family together, the father and son in the Road are trying to get someplace that might have a better climate/food/good people (more accurately, it is the father's goal to get his son to some place that isn't so dismal). And in the Odyssey, perhaps the most important epic in Western literature, Odysseus is simply trying to get home so his wife doesn't marry another man. Now, there are elements in each story that have grand proportions--the Joads are in the midst of the Great Depression, the father and son are in a dismal post-apocalyptic America, and Odysseus is constantly facing challenges from the gods, but what drives each story is a motivation that is self concerned and deeply personal.
I didn't pick these stories as examples because I like them, but that I think journey stories are good for illustrating the spark of a plot, especially for a platforming game, which inherently suggests travel and action. I don't think your game would have to be 'epic' at all, but you ought to consider why your protagonist is platforming to where he is platforming and what that means to him.