The Point and Click Adventure genre leans a little too heavily on one very simple puzzle which I’ll refer to here as the Lock & Key: finding Thing A and applying to Thing B in order to proceed.
To be clear, things A and B can be a wide variety of things, a ladder and a wall, a photograph and a person, an ostrich and a sandwich toaster, or an actual key that corresponds to an actual lock. We can all thing of a few dozen examples, if pressed we could probably come up with that many from the same title. Grim Fandango, Machinarium, the Discworld game series, to an extent one could argue The Room, all make heavy use of this basic set up. Why?
Well, ignoring for a moment the fact that it is very simple and easy to put together in game, from a game design perspective it’s no bad thing either. It’s an un-failable task, you can’t get it wrong, you can only keep trying. It’s an obstacle to be overcome, to face the next obstacle, and the next one, and the next one. Occasionally you’ll see something different, I’d just like to offer a few suggestions of how we can shake up the genre.