Because adventure games are usually much longer than movies or short stories, you will probably want to create several different dramatic climaxes as well—each one resolving a current or immediate problem until the last climax, which should resolve the overall problem of the whole story. In the adventure game, dramatic tension is created through the combination of dramatic storytelling and interactive puzzles. Impending doom that can be stopped only by the player’s intervention can provide a dramatic point to the story, as long as the player doesn’t feel as though the tension is contrived.
This short book provides a nice succinct overview of the problems of storytelling in adventure games, both traditional interactive fiction and modern graphical games with significant storytelling elements.
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