Quote:
Originally Posted by MusicallyInspired
I don't believe it's possible to "evolve" adventures because any "evolution" would turn them into something they're inherently not.
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Video game genres always evolve, and adventures have evolved quite a bit since the first Adventure that was released in 1976/1977. They went from text to static graphics with Mystery House, then to full graphics with direct control characters and text parsers with King's Quest, to full mouse control with Deja Vu and Maniac Mansion. Maniac Mansion already got rid of at least one of Adventure's standard features - points. So, it wasn't just a cosmetic change, but a gameplay change too.
Games like Beyond Zork and Quest for Glory melded gameplay styles from other genres (and it's not out of place since the original Adventure itself already did this as it had fighting).
Games like Indiana Jones and the Last Crusade brought in the dialog tree which would later become a common staple. Then came The Secret of Monkey Island which instituted the rule most of LucasArts' adventures followed from then on - not being able to die and no dead ends.
Games like Grim Fandango and The Longest Journey brought the genre into the third dimension with 3D characters on pre-rendered backgrounds.
Then games like Telltale's early adventures (from Out from Boneville to Strong Bad's Cool Game for Attractive People) brought a point and click interface to a full 3D engine (with 3D characters and 3D backgrounds), and games like Wallace & Gromit's Grand Adventures and Tales of Monkey Island brought a direct control (and/or mouse control) option to the characters.
The Walking Dead streamlined the inventory and dialog system by putting both options into the same interface.
And The Cave streamlined it even more by having the inventory system consist of only one item at a time per character.
All of these games have two things in common:
an inventory a story (thanks MusicallyInspired for the correction

) and puzzles to solve (it doesn't matter how hard the puzzles are, just that they're there [difficulty doesn't matter when defining genres, that distinction falls upon sub-genres]). That's really the basis of what makes a game an adventure, since the genre's slowly evolved over the last (almost) 40 years and those are the only constant.