So, after further discussions with my friends, and some extended pondering, I believe I've identified what the problem with RPG openings is. To quote Lt. Danger, LPer of Neverwinter Nights 2 over at Something Awful:
From my experience, JRPGs try a third approach, that being making the prologue story heavy, ala the classic Final Fantasies. The problem with this is that:
a. On replays, the story ends up "dragging down the action", as the player has to sit through a bunch of dialogue and cutscenes they're already too familiar with. FF6 is a pretty classic example of this: the magitek armor trudge through the snowy canyon is impressive on the first playthrough, but quickly becomes a drag on any subsequent playthroughs.
b. This doesn't do anything to solve the actual gameplay problems outlined above, where the designers can't put anything too interesting, either because the player is learning the game, or because their characters are way too weak. And the characters can't be made strong because that kills the sense of progression.
With all of that laid out, I ask again: which RPGs have good openings? Ideally they'd try to avoid or at least mitigate the problems stated above, but failing that, an opening that you personally liked will also do. After all, there are many ways to "skin the cat", so to speak, and learning of as many of them as possible would be quite enlightening.
Perhaps it's just me (and everybody else I've asked on the subject) but beginnings in RPGs always seem to be the worst part. They're slow and boring and tedious... I've never seen a Baldur's Gate thread go by without someone complaining about wanting to play through BG2 again but not being able to stomach facing the starting dungeon for the eleventh time.
In most games, they seem to fit one of two scenarios:
1) The Cloistered Village. The player is free to run around in a safe, secure and boring environment, performing banal tasks for measly rewards which are nonetheless required to ensure your character is strong enough to survive the game proper. Candlekeep in Baldur's Gate is the quintessential example.
Or:
2) Fischer-Price Dungeon. The player must run through several !exciting! and !dangerous! hostile areas, learning the mechanics of the game through trying them out on hapless minions. Of course, because it's the first dungeon, everything is padded with no sharp corners so the player doesn't kill himself.
Although the second scenario sounds a lot better, remember that some of the most hated sequences in RPG history - the Temple of Trials in Fallout 2, Torment's Mortuary, the aforementioned Irenicus sewer dungeon - fall into this category.
"Gee, that's helpful," you're thinking. Well, there are games that do it right. Icewind Dale 2's Targos is a mixture of the two - a 'safe' town under attack by a 'dangerous' goblin horde. As soon as you get tired of mindless fetch-quests, bam! you discover a band of goblins holed up in a warehouse. The gameplay avoids becoming stale while still handholding you through learning the game's mechanics.
From my experience, JRPGs try a third approach, that being making the prologue story heavy, ala the classic Final Fantasies. The problem with this is that:
a. On replays, the story ends up "dragging down the action", as the player has to sit through a bunch of dialogue and cutscenes they're already too familiar with. FF6 is a pretty classic example of this: the magitek armor trudge through the snowy canyon is impressive on the first playthrough, but quickly becomes a drag on any subsequent playthroughs.
b. This doesn't do anything to solve the actual gameplay problems outlined above, where the designers can't put anything too interesting, either because the player is learning the game, or because their characters are way too weak. And the characters can't be made strong because that kills the sense of progression.
With all of that laid out, I ask again: which RPGs have good openings? Ideally they'd try to avoid or at least mitigate the problems stated above, but failing that, an opening that you personally liked will also do. After all, there are many ways to "skin the cat", so to speak, and learning of as many of them as possible would be quite enlightening.