Can't forget about the Grim Fandango "coat" inventory
I really liked Broken Age's interface, but that game is pretty in every aspect. A simple collapsible inventory and conversation options that will just use the item you're talking about without additional clicks. Lets you focus on puzzles, story, and art.
Definitely the verb coin
An interesting point was brought up by Highbury on Twitter when I mentioned this topic (link to thread) about convenience vs freedom.
What is the purpose of a good UI? Are adventure games about giving the player unlimited freedom to explore (which necessitates more complicated interfaces), or is it about making it easy for the player to navigate the story — at the expense of railroading the player with limited options for interactivity?
Discuss. :)
(I was going to add screenshots of the tweets but I can't upload images to this board anymore, for some reason... I keep getting json errors.)
Adventure / Point-and-Click / Narrative Games
A community for fans, devs, and general aficionados of the adventure game genre. This includes IF/parser games, point-and-click games, puzzle games, walking simulators, and whatever else you want to call these. To us, they're simply adventure games.