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only that combat is not the primary activity." Some puzzles are criticized for the obscurity of their solutions, for example, the combination of a clothes line, clamp, and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey, which exists outside of the game's narrative and serves only as an obstacle to the player.

Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space.

With the onset of graphic adventures, the text adventure fell to the wayside, though the medium remains popular as a means of writing Interactive Fiction (IF), which tend to be focused more on the narrative through player exploration and discovery rather than puzzle solving.

Interactive fiction may include puzzles, but these tend to be incorporated as part of the narrative in comparison to being specifically added as gameplay that must be solved to continue within adventure games.

Graphic adventure games will vary in how they present the avatar.

Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to the best effect.

For the board game genre, see Adventure board game. For games that take place in real life, see Real-life room escape.

Early text adventures, Colossal Cave Adventure, "Hugo's House of Horrors" and Scott Adams' games, used a simple verb-noun parser to interpret these instructions, allowing the player to interact with objects at a basic level, for example by typing "get key".Many point-and-click games would include a list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach.Often, these games come down to collecting items for the character's inventory, and figuring where is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of the various items, and dialogue from other characters to figure this out.Story-events typically unfold as the player completes new challenges or puzzles, but in order to make such storytelling less mechanical, new elements in the story may also be triggered by player movement.The primary failure condition in adventure games, inherited from more action-oriented games, is player death.

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