Like that, games can be about the pleasure of (inter)acting, rather than interacting for the sake of Big Drama. Not to say they cannot be 'dramatic'; Cheongsam is dramatic in a slow character-piece type of way. There's room for a lot in games but we need some different cultural heritage.
What is Cheongsam? If it's a video game it isn't on the digital stores I've heard of or in web search results.Strikeout: aha. It occurred to me to search these forums for mention of Cheongsam. It looks like it's something you are working on. I also noticed Dinner Date last night.
PS: Funny "travelogues, pastorals or character-driven pieces" seems like a perfect description of non-arcade video games. If "Big Drama" is more dominant now it's a relatively new development, probably as new as the word "triple-AAA game". Most games that contain drama feel like a ghost town, or a ghost world. How would a travelogue game differ from a pastoral or either from a big drama game? I feel like if there is any kind of game we are drowning in it's colorful quirky gimmicky games. It seems like a lost cause to even talk about those, they seem interchangeable like children's action figures. Drama never enters into them. Games are generally drama deficient, more drama of any kind I think can't hurt, even if it's only implied or suggested, or perhaps even better under the present circumstances.