Something that annoyed me about seeing my adventure maps played on Youtube was the crappy attitude exhibited by some players. They cheated with abandon, complained about the requirement of reading to know where to go or to solve quests, and were generally ungrateful. It's as if being challenged or taking risks offended them. The coherent and thought-out story elements were dismissed as unnecessary dressing.
Why do these people play?
I really wonder. Is it just the minecraft aesthetic that appeals to them? To be doing something in a blocky environment? Is it the compelling core gameplay? In an adventure map, much of that is understood to be aside from the goal. It should be obvious, but an adventure has quests to fulfill that ultimately come to a conclusion. Goals that don't involve mining, crafting, or building. These things are not present, if you follow... my adventure maps are not about Minecraft! What is present (story and detail) is under appreciated.
Though the end of a story can be satisfying, the meat of the experience is between the beginning and end. If you are just playing to get it over with, what's the point of beginning at all? This parallels the concepts of Edenova, Nodes, and Codexes in my campaign setting, Heroshi.
All things have a beginning and an end.
An origin and a terminus.
For either to have any meaning, there must be a span between them.
The beginning and end are moot if there is no journey.
A beginning that ends immediately annihilates itself so utterly that it never existed.
So a conduit is essential in conjunction with the origin and terminus, or the result is destruction.
The conduit it refers to is the time in between... the journey. I'm suggesting that Minecraft players should learn to enjoy the journey. It's what gives the end meaning. What makes one yearn for a new story to begin. An impetus to make a new journey possible.