In many adventure games many players feel as though their experiences may be overly scripted. Many players players rely on the expectation to tamper with and interact with the environment, however in many point and click adventure games unless there is a specific sequence or behavior associated with that particular action, little to no outcome is had.
Some adventure games such as Machinarium introduced elements where they occasionally broke the play by play structure of the game, by subverting the player’s expectation that nothing out of the ordinary, or suddenly, will happen. This included presenting the player with a time-based reaction in which alternative outcomes would occur based on their performance.
Games like adrift, which have mechanics related to time in the passage of time represent an interesting dimension to the point and click the genre. For example, in that game, as you move between locations time would pass more frequently, however, when arriving in new areas characters would be in their own specific places add to their own specific times.
The first the dune game was at one of a kind adventure and strategy hybrid, many parts of the game were basic, however, the interaction between them allowed you to spice up your experience by investing into the individual characters. Sending your troops up to the battle, and going there your self would boost the morale of that neighboring army with your presence. You weren’t as removed from the action as in a strategy, as the player you had a wider influence on the world more so than in some adventure games.
Level design is another way to subvert some monotony of the point-and-click adventure game, this could include using the landscape or level as a puzzle in and of itself, or by crafting interconnected and integrated into related relationships of actions between actors within a given scene.
In many modern Point-and-click Adventure games, designers are attempting to craft more interactive worlds, by introducing elements from other genres of video games. This may include the use of physics engines, action based sequences, and even entire portions of games in a different style such as a racing mini game or a saloon like shoot out.
Games like the secret of monkey Island, used dialogue mechanics as a substitute for real time fighting action, and some would attribute their execution as an incredible example of great game design.