Why Have Narrative in Games?

It seems like a bizarre question to pose toward a group of independent RPG developers, but IndieRPGs.com went ahead and asked "Why have narrative in games?" to the likes of Spiderweb's Jeff Vogel, Basilisk Games' Thomas Riegsecker, Amaranth Games' Amanda Fitch, and Rampant Coyote's Jay Barnson.
Thomas Riegsecker: Narrative is certainly not required for all games, and in some cases in can be unnecessary baggage for the player. When it comes to role-playing games, one world think that a strong narrative is an absolute requirement. However, countless variations of Rogue shows that you can have a marvelous role-playing experience with little more than a single sentence explaining the goal. Likewise, many successful mainstream RPGs rely on nothing more than the overused plot of (Kill the powerful bad guy), and any narrative in between the start and end of the game is really unnecessary.

However, narrative can be exceptionally rewarding as well. It can turn a generic role-playing game into a unforgettable one if done correctly. Certainly, when someone fondly remembers an RPG that they enjoyed playing years ago, it is often the story they remember and not the hours of level grinding and monster killing. Likewise, narration can guide the player through a seemingly immense world, preventing that unwelcome feeling of (I don't know what I should be doing now). Overall, it really is a player preference. As a developer, I need to find that balance between not enough narrative and too much narrative that will give a rewarding role-playing experience to as many potential customers as possible.