I think that computer games are just a different media to convey the classic hero quest. In centuries past it was the oral storyteller, which then transitioned to the written word, which has now expanded to include the visual media (movies, TV, games, etc). Although there are degrees, the Hero Quest does tend to follow a standard pattern:
1. Call to Action/Adventure - all stories have a beginning. Whether you are Beowulf, Hercules, or some generic bystander you must start in the normal everyday world and then some event or intervention thrusts you into the strange and mystical world of the adventure. Whether it is divine intervention or pure chance doesn't matter; it is only the choice of whether to join the adventure that is important.
2. Trials/Adventure - if you accept the call in step 1 then your trials and adventure begins. This could be just the standard activities of day to day living or the epic hero quest of computer game and literary fame. The key to this stage is growth. The protagonist is growing and developing as the story/trial progresses.
3. Ultimate Challenge - In some adventures (as in life) you are presented with some ultimate challenge (Beowulf vs the Wyrm, Prometheus stealing fire, the Buddha facing the three trials before enlightenment, etc). Although not every story has the same level of ultimate challenge, this is typically the denouement of the story where all the roads converge and you leave the crossroads truly changed (for positive or negative) or you die or you run away (fearing to face the challenge)
4. The reward - if you succeed in the challenge you receive a reward (Godhood in BG2, Enlightenment for the Buddha, etc). This reward is usually life changing and gives the hero great authority or standing with their peers (winning the game ).
5. The return or apotheosis - once you have received your reward you can either return to your fellows and share the reward or you can take the money and run (Apotheosis) ... although the epic hero quest uses this final step it isn't generally used for games (although the different final endings for BG2 definitely give you this choice, even if there is no gameplay subsequent to the choice; to a certain extent the original ending for Fallout 3 kind of met this requirement as well)
I see nothing wrong with using the tried and true hero quest model. How you enter the quest and progress is strictly an artistic device. I look forward to see how PE handles the epic hero quest for our character