Just do not, and I repeat, do not, have an expository text crawl as your introduction. Ever. Period. Not only does it make you an incompetent, insipid game developer and writer, it's also 2016 and the capacity to introduce a story through far less limited means exists. If I can't play a modern game without having to spend five minutes reading unskippable text because someone can't tell a story, I refuse to bother.
EDIT:This was already said, but it bears reinforcement.
A story is an experience. Make the player go toward the story, rather than the inverse of bringing the story to the player. Again, not being given the controls in the first five minutes is tedious and boring, unless you're just that good with cinematic elements.
My game starts with the "Any Port In a Storm" scenario, where the PC and his companion decide to seek shelter from the elements or a threat of some sort. It doesn't matter. They might be traveling back from successfully escorting some merchant and his goods(blades for hire) or they could simply be travelers looking for a new place to settle. There's plenty of possible variations here, ranging from the mundane to the ridiculous. I prefer games where you feel like nobody special when the game begins, because let's face it, the idea of some "All Important Destiny™" and how you're the "Chosen Dude Who Will Do Everything All the Other Dudes Couldn't™" is absurd and cliched, having been done hundreds of times by both major and indie game developers alike. Leave out the "All Powerful Whatchamajig Someone Left Lying Around For the Bad Dude To Find" and please, for the love of Odin, do not force the story to revolve around "Collect An Arbitrary Number of Arbitrary Thingies Because Plot Advancement". I realize it worked for 'The Legend of Zelda:Insert Subtitle here', but please, just make the drawn out fetch quests stop. I suffered enough with World of Warcraft. Also, I hope you enjoy the made-up TV Tropes-esque names I'm using lol. Anyway, where was I?
Right, not feeling special. It leaves the character(s) room to grow, and miles of it. What's more fun than going from a simple sellsword, a farmer, a blacksmith, a traveler, etc to an almighty badass murder machine that can destroy portions of the universe by sneezing first thing in the morning? It's the core principle behind just about every pen and paper RPG; start off as nobody, become demigod. It's fantastic, and very easy to work into a story anyone can love. I reiterate:a story is an experience. Make it one. Back to my heroes(or not) taking shelter for whatever reason, they encounter something that kickstarts the story pretty quickly, which could be anything. Since my own story revolves around an ongoing war between several nations(no, this isn't a GoT ripoff : P), my PC and his companion could wind up in a tussle with some ruffians that turn out to be more than your average thieves. They are soldiers in A Total BAMF's army, several of them of higher ranking, and one of which is the Mysterious Guy In a Cloak that rushes off to tell somebody more mysterious than he is that you punks are being quite rude to his men, who just wanted to drink tavern swill and drunkenly call nearby patrons 'wenches', irrespective of their actual gender. Poor fellows.
I could go on and on, but this branches out in a lot of different directions because of the multifaceted nature of my project. There are factions you can ally with, piss off, have send assassins after you, make friends with said assassins because you practically own half of a city and could pay them off, have a visit with the leader of their former faction, and paint the walls with his blood and/or family members. Well, that last part might be excessive and not actually true, but you get the idea.
Hopefully this helps. If anything, it was entertaining for me and I had a good time writing it.