What killed the point-and-click adventure genre and why is it seeing a comeback?
Through the late 80’s and most of the 90’s, the appropriately named ‘point-and-click’ adventure genre gained massive popularity, primarily on home computers. Series like Kings Quest, Police Quest, Space Quest, Legend of Kyrandia and Leisure Suit Larry were staples and accounted for over 20 games between those series alone. By the 90’s, Lucasarts joined the fray and produced absolute classics of the genre like Maniac Mansion, The Secret of Monkey Island and Full Throttle. Though by the late 90’s, their critically and fan-acclaimed masterpiece Grim Fandango didn’t perform as well as previous games.
Why did such a popular genre dry up and die so quickly?
Changing tastes
Image:3Drealms
One of the things that made point-and-click adventure games popular was that they were able to present impressive experiences and rich stories on the limited hardware of the era. Games like the aforementioned looked great, sounded great and gave you a lot to do.
But its pretty clear as to why this genre was DOOMed (not subtle at all, right)?
The mid 90’s saw an explosion of first-person shooters on PCs, starting with Wolfenstein, but by the mid 90’s the market was flooded with first-person shooters like Duke Nukem 3D, Heretic, Blood, Rise of the Triad and Dark Forces. By the late 90’s, we had arena deathmatch games like Quake and narrative driven FPS classics like Half-Life.
If the dominance of action-packed FPS games wasn’t bad enough for the humble point-and-click adventure game, by the mid 90’s gamers became introduced to the new and addictive RTS genre which sunk us deep into Warcraft II, Command & Conquer, Dune II, Starcraft and Total Annihilation. With robust single-player campaigns, LAN-friendly local multiplayer and the introduction of Battle.net, these games took a lot of gamer’s time and focus.
With these dominant new genres taking over the market, the appeal of slower-paced point-and-click adventure games faded away. By the year 2000, the genre was essentially dead.
A small resurgence
Image:Thimbleweed Park![]
As gamers have aged and the market widened, we’ve seen some renewed interest in the genre. We recently discovered the classic point-and-click throwback Thimbleweed Park on the Switch (review coming soon) thanks to Limited Run Games and have been loving this return to form for some of the minds behind the early Lucasarts genre trailblazers. Grim Fandango recently received an HD remake, the Syberia trilogy has seen a re-release on the Switch and a whole slew of new genre titles are coming to the PC and other platforms this year.
Why the comeback? I assume that they’re seeing renewed interest for two reasons:
1.) Those of us who grew up in the late 80’s/early 90’s with these games are coming back around to experience this classic genre out of nostalgia.
2.) The prevalence of touch devices like the Nintendo Switch, phones and tablets has exploded, and the point-and-click adventure game is absolutely perfect for these machines.
In conclusion
The point-and-click adventure genre produced some of the most creative and clever game design and narrative the industry has ever seen. The spark of resurgence in this genre we’re currently experiencing is a welcome return for both fans who grew up with this style of game and those of us too young to remember it. Here’s hoping that it continues to grow, rather than retreat back into obscurity after a short day in the sun.

Thanks for reading. As always, upvotes, resteems and comments are appreciated!
Cover Image Source: Classic Gaming
There was a third factor which contributed to their downfall: market glut.
European studios churned these P&C games out by the ton, and by the late 90's, the drop in quality was staggering. It wasn't that the games looked bad, it was just that they looked so similar. It didn't help that developers seemed hell-bent on outdoing one another with the types of puzzles they put into them. I love the game, but The Longest Day has the single most convoluted, messed up, non-intuitive solution to an ordinary puzzle I've ever seen in my life.
Those of you who've played it are already nodding, but in case you aren't familiar, this is the Case of the Infamous Rubber Duckie.
In the game, protagonist April Ryan needs to acquire a key which has fallen onto the electrified track of the nearby subway. Most games would give you a fairly ordinary way to shut off the power long enough that you could jump down, grab the key, and amble back up the platform. The Longest Day looks down its nose at such pedestrian solutions. To get the key, you must:
It's a good thing the rest of the game has such a stellar story, because that puzzle's the goddamn definition of a game breaker--as in, it will make you want to snap the disc in half. How the hell you were supposed to solve this without kidnapping one of the developers and torturing the answer out of him I'll never know.
I think they have their place in time. Most gamers today would probably be confused why there's no violence or action in them. I think Heavy Rain or other story driven games are natural evolutions of the genre.
I was still relatively young when point-and-click adventure games were in vogue during the early and mid-90s and enjoyed playing them, but it was mostly my lack of access to a PC that prevented me from playing them. Which I'm sure many in my generation could relate.
These types of games were more relegated to those who had access, which were probably those who were a bit older and could afford such a setup. Which in turn meant gamers who were more mature and patient, unlike us kids who would play anything that happened to have any hint of violence, nudity and foul language because it was taboo. Which was apparently all a PC was good for to me at the time. And our parents didn't quite understand that video games could have those things and we could get away with it haha.
But now that we have all grown up and became those "mature and patient" gamers we have more of an appreciation for slower paced, story driven games that require you to use your problem solving skills.
Tangent aside, as always, a great article @retro-room! Now to dig up Grim Fandango and give that a go again. :)