Games don't need stories, unless they need a story.
Stories are often overlooked by indie developers, which is a shame because there is an audience of players that like to dive into a game's story so the game feels like it has some meaning. I am one of those people.
The premise of the story behind my board game is that you are an infiltration AI activated by a mainframe AI in order to regain control of a system taken over by a rogue AI. However, the interesting thing is that you will find 'logs' after regaining control of certain networks that give insight into the AI that went rogue. Each one of these opened will add a value to an internal global variable named 'roguemeter'. The idea is that as you (an AI) learn more and more about the rogue AI you are fighting, the greater chance you have of becoming rampant yourself.
At the end of the game, after you defeat the rogue AI, the mainframe AI will congratulate you on a job well done and then proceed to shut you down because you are no longer needed. Depending on how high the roguemeter is, you are either shut down or given the choice to fight back, unlocking another boss fight against the mainframe AI. Defeat leads to you getting terminated, victory leads you to becoming the new rogue AI who has full control over a company's network and its subsidiaries.