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For the board game genre, see Adventure board game. For games that take place in real life, see Real-life room escape.
These types of mysterious stories allow designers to get around what Ernest W.
Adams calls the "Problem of Amnesia", where the player controls the protagonist but must start the game without their knowledge and experience.
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.
For example, by putting a deflated inner tube on a cactus to create a slingshot, which requires a player to realize that an inner tube is stretchy.