Hmm, thinking back on adventure games, I've never really been a prominent addict. The Lucasarts games of old were fun and all, but I don't really feel like I miss them.
Take the recent Fahrenheit. Aside from the worst ending of all time (except the necrophilia part, that was hot), there was something about its cinematic storytelling that was really neat. The fitting music obviously helped, but it wasn't just the cutscene direction. It was the fact that you had (limited) choice within those settings.
Fahrenheit spoilers:
I've been thinking about the nature of the adventure genre, or even the RPG genre. So what, both can be storydriven, but the former has implausible puzzles and the latter has combat, crates and stats? All these gaming conventions are just there to remind the player that s/he's just playing a game, and a game needs 'gameplay', right? But what is gameplay?
Is the concept of a storytelling game (story being driven ABOVE ALL ELSE) possible in this current age? Let's look at PST. Cool story, and its interactivity is certainly an argument that the gaming medium helped make the story stronger. But did the 'gameplay' help? Would the game not have been better if not for pointless battles that had nothing to do with the story? What about sidequests that had no relevance, either? Did these add to the story?
What about Fahrenheit, what if there wasn't some stupid DDR minigame? What if choosing in conversation wasn't some race against the clock with awkward interface controls? What if the 'gameplay' was based PURELY on storydriven choice? What if adventure games were focused entirely on story, instead of adding complicated puzzles into the mix? Would the stories benefit?
Let's look at JRPGs. People say they're not RPGs, just interactive storybooks. Only, they're not. The story isn't even interactive, all you do is handle irrelevant gameplay mechanics, fight pointless random encounters. You're not interacting with the stories. This makes the term 'interactive storybook' sound bad.
Could a REAL 'interactive storybook' game be done, though? Not just simply 'choose-your-own-adventure books', but a step above. No puzzles, no stats, no out-of-story combat system, no town/dungeon/boss/overworld/town/dungeon/etc' segmentation. No more freaking gaming conventions that detract from storytelling.
What if a game was formed around the concept of STORYDRIVEN CHOICES? Where only story mattered, and gameplay would consist of making sensical choices within that story (choosing the best option based on what the best option is, rather than on a statistical analyzis of which one is more appropriate for your RPG character, for example).