As far as goblins go, I remember there was a discussion on here about ending goblin genocide...I had wanted to respond to it, but when I realized it was already pages and pages and pages long, I decided not to. I do have one thing to comment about that though:
I have played paper and pencil style RPGs before, and being the game designer I am, preferred being the DM. The furthest back I can remember ever even playing, I was DMing a game in which one of the main characters, a good NPC that aided the player, was a friendly and small goblin.
Thought anyone following that line of discourse might like to hear that...
Now, as far as overcoming cliches go, you''ll have something innovative if you have a non-linear storyline and people you are competing with to save the day (that''s rather a good idea, one I hadn''t really thought of...although wouldn''t you end up teaming up with them? Unless they''re all loners, heh...) and another thing I always thought I''d like to do is to have more than one character you could play as, which were each well developed characters, and if you didn''t play one the other ones would still be in the world but acting independantly...
Maybe that might be how you want to do your rival thing, have three people you can choose from, and you play as the one you chose, competing against the other two to save the day. That would be cool, and it would add a whole new element to it.
As far as anything else goes, the prime thing is to be consistent in what you are doing, don''t skimp on details, and DON''T be stupid about the villain. In Zelda64 they practically introduce the villain by having Zelda point and whisper, "See that guy? He''s evil!" with Link going "Ohh...ok." and then setting out on a quest to eventually vanquish him.
The villain should be smart, have a reason for doing what he''s doing ("I felt like it" or "I''m crazy" don''t really cut it, I don''t think...) and the player should be able to understand his line of thought, while still finding him vile and cruel and deserving to die. The villain should of course be powerful, for the more dangerous he is, the more heroic his defeat. I''m annoyed as much by silly stupid villains as by silent, boring ones. Keep him interesting, but fearsome, and give him a whole character. Put some work into developing the villain; it''ll be worthwhile in the end.
- Hai, watashi no chichi no kuruma ga oishii deshita!
...or, in other words, "Yes, my dad's car was deliscious!"
- Hai, watashi no chichi no kuruma ga oishikatta desu!...or, in other words, "Yes, my dad's car was delicious!"