You know what’s funny about discovering point-and-click adventure games in your forties? You don’t have any nostalgia clouding your judgment. When my daughter first showed me The Secret of Monkey Island on her laptop back in 2011, I thought she was crazy. “Dad, you have to try this,” she kept saying. “It’s hilarious.” I’m looking at these pixelated graphics thinking, why would I want to play something that looks like it was made on a calculator when there are perfectly good modern games with realistic graphics sitting right there?
But she was persistent – gets that from her mother, unfortunately – and eventually I humored her. Figured I’d play for ten minutes, nod appreciatively, and go back to whatever I was doing. Three hours later, I’m completely absorbed in this ridiculous story about a wannabe pirate named Guybrush Threepwood, and I’m actually laughing out loud at the insult sword fighting. “You fight like a dairy farmer!” “How appropriate, you fight like a cow!” I mean, that’s genuinely clever writing. Who thinks of that stuff?
That was my introduction to a whole genre I’d completely missed during my younger years. Point-and-click adventure games were this weird evolutionary branch of gaming that flourished in the late 80s and 90s, right when I was too busy working construction jobs and raising a kid to pay attention to video games. They were these thoughtful, puzzle-heavy experiences that rewarded patience and lateral thinking instead of quick reflexes – which, honestly, was perfect for a guy in his forties whose reaction times weren’t getting any better.
The more I dug into these games, the more I realized there were basically two camps that defined the genre: Sierra On-Line and LucasArts. And man, they had completely different philosophies about how to torture… I mean, entertain players. Sierra made games like King’s Quest and Space Quest where you could die constantly – and I mean constantly. Walk into the wrong room? Dead. Touch the wrong object? Dead. Forget to save for twenty minutes? Well, you’re about to learn a very expensive lesson about the fragility of digital life.
I found this out the hard way with King’s Quest IV. Spent probably two hours exploring this fantasy world, feeling pretty good about my progress, when I had the princess character casually walk into what looked like a harmless pool of water. Boom – eaten by a sea monster in about three seconds. Game over. No warning, no second chances, just… dead. I actually yelled at my computer screen, which probably looked pretty ridiculous to anyone watching a middle-aged construction foreman having a meltdown over a twenty-year-old video game.
LucasArts took the complete opposite approach. Their games – Monkey Island, Day of the Tentacle, Sam & Max – you literally couldn’t die. The whole design philosophy was about encouraging exploration and experimentation without the constant fear of having to reload a save file. You could click on anything, try the most ridiculous combinations of items, exhaust every dialogue option just to hear the jokes, and the worst thing that would happen is you’d get a funny animation and maybe a hint about what you should actually be doing.
This was revolutionary for someone coming from Sierra’s “save every thirty seconds or suffer” approach. I remember the first time I played Day of the Tentacle after struggling through several Sierra games. Having the main character drink random chemicals just to see what would happen, knowing it wouldn’t end my game… that was liberating. These games wanted you to be curious, not cautious.
The interface evolution tells its own story about how the genre developed. Early games required you to type commands – “open door,” “pick up rock,” “examine mysterious object” – and if you didn’t guess the exact words the programmers expected, you were stuck. I tried playing some of these older text parser games and quickly understood why they moved away from that system. Nothing more frustrating than knowing exactly what you want to do but not being able to communicate it to the game. “Use rock on window.” Nope. “Break window with rock.” Nope. “Throw rock at window.” Still nope. What magic combination of words unlocks this simple action? It was like trying to communicate with an alien intelligence that only understood very specific phrases.
LucasArts’ SCUMM system – don’t ask me what the acronym stands for, something technical – solved this by giving you a list of verbs at the bottom of the screen. Nine consistent actions you could apply to anything in the game world. Want to open something? Click “Open,” then click the object. Want to talk to someone? Click “Talk to,” then click the person. Simple, intuitive, and it eliminated all the guesswork about what commands the game would understand.
The puzzle design in these games… that’s where things got interesting. And by interesting, I sometimes mean completely insane. For every clever puzzle that made you feel like a genius when you solved it, there was another one that defied all logic and reason. I got stuck for three entire days on a puzzle in Monkey Island 2 where the solution involved using a monkey – an actual monkey – to turn off a water pump. Nothing in my life experience as a construction worker had prepared me for that particular problem-solving scenario.
But that’s also what made these games special. They forced you to think outside normal patterns, to consider connections and relationships you’d never encounter in real life. My approach to being stuck became pretty systematic: try using every item in my inventory on every interactive object in the current area, then move to adjacent areas, then try combining inventory items with each other. Brute force method, maybe, but it worked more often than pure logic.
The inventory puzzles were the heart of the genre. You’d collect the most random assortment of objects – rubber chicken, bottle of grog, piece of string, fake nose – and somehow these would combine to solve elaborate problems. The logic was often questionable, but there was something satisfying about that moment when you figured out that the red herring from your inventory was actually meant to be combined with the pulley to create a makeshift fishing line. Even when the solution was ridiculous, the “aha!” moment felt earned.
Pixel hunting was the dark side of adventure gaming – crucial items hidden in tiny, barely visible spots in the background art. I once spent an entire Saturday searching every pixel of a single screen in Indiana Jones and the Fate of Atlantis, convinced I was missing something important. Turns out I was right – there was a tiny discoloration that was actually a map fragment essential to the story. When I finally found it, more by accident than skill, I wasn’t sure whether to feel relieved or angry at the developers for hiding something so important in such an obscure spot.
The storytelling in these games was way ahead of its time. While most other games were still doing basic “rescue the princess” plots, adventures were exploring time travel, supernatural mysteries, coming-of-age stories with anachronistic humor. The writing quality varied, but at their best, these games had dialogue and character development that rivaled television shows. Sam & Max Hit the Road remains one of the weirdest gaming experiences I’ve ever encountered – a dog detective and his hyperkinetic rabbit partner tracking down escaped carnival performers. Try explaining that plot to someone who’s never played it.
When CD-ROM technology allowed for voice acting, it completely transformed these experiences. The first time I played a fully-voiced adventure game after years of reading dialogue text, it was like watching a silent movie suddenly gain sound. Characters I’d only imagined now had distinctive voices that added whole new dimensions to their personalities. Though I have to admit, sometimes the voices didn’t match what I’d imagined, which was jarring in its own way.
The genre’s decline in the late 90s was painful to watch, even as someone who discovered it late. Publishers wanted action and 3D graphics, not thoughtful puzzle-solving at a deliberate pace. The games were increasingly seen as old-fashioned compared to first-person shooters and real-time strategy games. Grim Fandango was this gorgeous attempt to modernize the format with 3D character movement, but it didn’t sell well enough to convince publishers the genre was still viable.
By the early 2000s, major studios had mostly abandoned adventure games, leaving only small developers and passionate fans to keep them alive. The fan communities that sustained the genre during those dark years deserve serious credit. Adventure Game Studio let amateur developers create new games in the classic style, and online forums maintained walkthroughs, trivia, and organized campaigns for sequels or remasters. I got involved in several of these communities during my early adventure gaming years, finding comfort in connecting with other people who appreciated this seemingly obsolete format.
The recent revival has been encouraging, if modest. Telltale Games adapted the format for more story-focused experiences before they went out of business. Tim Schafer successfully crowdfunded Broken Age, proving there was still audience interest. Thimbleweed Park lovingly recreated the classic LucasArts experience with modern improvements. These games don’t have the cultural influence the genre once enjoyed, but they provide welcome alternatives for those of us who occasionally want something more thoughtful than constant action.
What strikes me about discovering these games as an adult is how the problem-solving skills translate to real-world situations. The methodical approach to obstacles, considering how different elements might interact, willingness to try unconventional solutions – these mental habits formed during adventure gaming have actually served me well in construction work. When faced with a complex building problem, I find myself creating a mental inventory of available resources and systematically testing different approaches. Pure adventure game thinking applied to real-world challenges.
My adventure game collection has followed me through multiple moves and life changes. Original big-box copies of the classics occupy a special shelf in my home office, their colorful spines visible during video calls with work crews who probably wonder why their foreman owns so many old computer games. Digital versions live on my tablet and laptop, ready for those nights when I can’t sleep and want to retreat into the comfortable rhythms of familiar puzzles.
There’s something bittersweet about loving a genre that had such a clear beginning and end. Unlike other game types that evolved continuously, point-and-click adventures had a distinct golden age, decline, and partial comeback. They represent a specific moment when technical limitations and creative ambitions aligned perfectly to create something unique – solutions to interactive storytelling problems that were both ingenious and specific to their era.
Sometimes late at night, when work stress keeps me awake, I’ll fire up Day of the Tentacle or start a new playthrough of Thimbleweed Park. There’s comfort in those carefully constructed worlds where every problem has a solution – sometimes logical, sometimes absurd, but always discoverable through patience and creativity. The real world is chaotic and unpredictable, but in these digital spaces, persistence and lateral thinking will eventually unlock every mystery.
They remind me that games can be about more than reflexes and competition. They can be about stories, characters, places – and the strange, wonderful puzzles that connect them all together. One click at a time, just like my daughter taught me all those years ago when she insisted I give that ridiculous pirate game a chance.

0 Comments