What makes a good adventure game?

I am creating a mini-adventure game that follows a linear storyline but Im curious as too what the building blocks of a good adventure game are

if you have ever heard of a roguelike game then I would use that.

If you don’t know what a roguelike game is then this is what I stole from google:

roguelike (plural roguelikes) (video games) Any of a genre of computer role playing games loosely characterized by various characteristics such as randomized environment generation, permadeath, turn-based movement, text-based or primitive tile-based graphics and hack-and-slash gameplay.

another way to describe it would be something like:

a game where you explore and collect item that boost stats (like walkspeed)

But I feel like roguelike and adventure arent exactly the same genre

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well here is another thing I stole from google (because I can’t form sentences that make sense):

For adventure games, the locks are the backbone. If you want a good adventure, it’s going to have puzzles . It’s going to have a secret that must be shut away from the world, and it just so happens that the main character possesses some (possibly limited) knowledge of the first puzzle.

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Oh alright so puzzles… well that makes sense games like Breath of The Wild well I mean the whole Zelda series has various puzzles, thanks!

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Hello! Somewhat experienced game designer here, to answer your question I’d say it depends on what your going for exactly. When designing an adventure game there’s a lot you can do to make it fun, unique, and interesting.

For example if what you’re going for is an adventure game that tells a rich story, having characters with relatable motives who play a significant part in the story, or development of the protagonist(s) or other characters could be a nice addition for your game.

As another example, if what you’re going for is an adventure-platformer, you can have the story act as a means to travel from point A to point B with puzzles (as suggested by nubdudub), enemies, and fun/intriguing environments to explore and traverse along the way to make the journey fun and a better experience as you progress the story forward.

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Just wanted to say that:

I think this is great, but really depends on what you want the game to be,I often find myself going back to some areas without any purpose.

  1. Fail State + Lack of Checkpoints, practically all of the FromSoftware catalogue
  2. Meaningless Areas to Explore, having to go to all the four corners of the map in Breath of the Wild with not many reasons to explore but go and complete the main objective in that area
  3. Places locked by some other objective, some games won’t let you go to an area which you can technically go to,but is locked because you don’t have a certain item.
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