My game, though simple and not as adventureous as others's, will have small cutscenes in which the main protagonist will explain the situation, how he feels depending on the player's choices of what to do, etc. Because the player is meant to learn responsibility, when they are not being responsible in the game, this will dampen Terry's personality and reduce their chance of winning.
Back when we were doing "Playing to Learn", there were a few good examples of games that easily got the point across just by the visual effects. Zeitgeist was a game in which a soldier had to battle against an evil overlord. The characters were designed so that this would be obvious, and the storyline helped the main character develop in what the main learning objective was.
There was also WV Animal Rescue Squad, in which you played as a veteranarian who helped sick or injured animals. Although this one didn't have a real storyline to it, there were plenty of facts given to help the player progress through the game, and learn something as a bonus.
Many games have influenced me; the Sonic the Hedgehog series, Mario Brothers, Kingdom Hearts, and so on. These easily get the point across while also letting the player enjoy their time on the game, and I hope I am able to do the same.