A story, by definition, begins with conflict and ends with the resolution of that conflict (or at least the conflict's conclusion). If a story lacks some form of tension, no matter how small or ridiculous, it's not a story, it's an anecdote. You can't make an adventure game out of something like "Person basking in the moonlight with a loved one on the beach," where that concept is the entirety of the story.
Absolutely disagree with all of the above. The definition of story as requiring conflict, or drama as conflict, is nothing more than a western prejudice of very recent invention.
Conflict is not necessary, nor is resolution. Creating conflict is beating up a person in order to get them to pay protection money, a storyteller creating an artificial need for their services.
One could perfectly well make an absolutely delightful and life-enhacing adventure game from the scenario you mentioned. The first two Cryo
Atlantis games gave clear evidence that exploring beautiful surroundings, surrounded by beautiful sounds, is enough.
Godfrey Reggio, Ron Fricke, and Philip Glass did a similar thing in film with
Koyaanisqatsi and the results were spectacular, liberating. They did not trap the viewer in the ubiquitous tentacles of western psychodrama, whose basic aim is to
increase the tension in the audience rather than release them of it.
Audiences actully think this is a good thing. They think being hooked is something desirable. It is an arbitrary and narrow-minded view, also in great part the reason the world is in deep trouble.
Simo Sakari Aaltonen
(
[email protected])
www.adventurecompanion.com