Here's another article:
The seven sind of adventure games:
http://www.theastronauts.com/2014/04/seven-deadly-sins-adven...
Bleh! is about all I can say to that!
Yes pixel hunting is a bastard (especially in high resolution games). Yes having to point & click 100's of generic scene objects gets boring fast. Yes having multiple interaction commands (especially retro text commands) is knackering & yes item combination is a horrible chore, but whatever.
I agree 100% that writing of Moebius game is awful. I played 5 minutes of it & uninstalled it for multiple reasons (writing, dialog, voice acting, graphics & the horrible clunky controls - if I remember correctly).
I don't believe the point & click genre ever really died. It just went quiet & fell under the radar for a wee bit. Hidden Object games (hogs) are super popular & have been for years. They are basically piss poor point & click games with nice artwork & zero story-line - for the most part, but they are point & click games all the same.
I'm a bit confused on his idea of what would make a good point & click adventure game. Did anyone else manage to read his mind, because for me point & click adventure games have always been about pointing & clicking things. Item combination, pixel hunting & examing & trying to take everything that isn't nailed down just comes par with the course. The only thing in my mind that really works is the story-line & the dialog. Good voice acting helps too as does nice artwork.
My biggest complain about point & click adventure games is that there's rarely any hussle & bussle in any of the locations / scenes. There's always only the people & things that you can interact with. Take Broken Sword 5 (baphomets fluch) for example. Broken Sword 1 & 2 had plenty of scenes with multiple characters in them & not all of them could be interacted with (port in bs2, or market place in syria in bs1). Whereas in Broken Sword 5 you only see people you can interact with - the streets in Paris are all empty, the cable car station empty, the massive location outside of that also empty, the ruin thing empty. The inner courtyard bit with the lonely stall vendor outside of the insurance building empty. Need I go on? They could have breathed more life into the game by adding some people for example looking into shop windows, birds flying around, cars, buses, bikes whatever driving around in the background or people walking across intersections or something. Just something to liven the bloody thing up.
Now, I liked the Blackwell games. Fun stories, semi-decent voice acting. Nice pixel art graphics, but same typical puzzles as every other point & click game out there though & same control system, so not sure what he was praising exactly.
Anyway, back on point... I think people should just create the games however they want to create them & not stick to any particular guideline. Hey, if pointing & clicking is involved then it's a point & click adventure game in my book - well at least as long as there's a semblance of a story-line in there somewhere...