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Precisely, Colossal Cave Adventure, a game where you are dropped into an unknown world left to your own devices to explore. To wander about using your collected knowledge and proceed with picked up items. To fall off a pit because you took the risk to explore further. Literally, it is a game about an adventure- with the slightest hint of a story. And the puzzles don't lock the player out of a story, they're locked from knowledge and other items that might help on other parts of the journey later.

As for your rogue-like example, you are right. And it is the same as what I said earlier. Videogames are defined by their mechanics. Rogue-likes are like Rogue; in the term which, those games have mechanics similar to the one that gave birth to the genre. Games similar to Colossal Cave Adventure would mean they involve its mechanics, worldbuilding, and use of exploration to deliver that feeling of having an actual Adventure.

Determining that and using Colossal Cave Adventure as example, what I said is not far from the truth. An Adventure game is about having an adventure in a world limited by the player's knowledge, abilities, (I might perhaps add) possessions, or the game's mechanics.

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you're that kid that thinks he is smarter then everyone else but is completely wrong about most things right?

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Bold statement considering your game (which is one of the games I tried during the jam) doesn't actually prove my points wrong.

(Following the failed attempt on stealing the crystal..) The character wakes up in her room and the only guide you get is your "friend" telling you to come out. After you find your way out of the room you're free to go anywhere and explore a world unknown to you, the player. Talking to the guy was 100% optional until you need to carry on with the story. At least I suppose, nothing out of the ordinary happened anywhere else when I skipped him. Well... getting the honey from the old lady was unordinary and unexpected... Not to say the player might not pick up all the items at first if they're not thorough. The blood lake area has an "Ahah!" moment, where it might seem obvious but you wouldn't know that - unless you have the bottle first. The player is only limited by how much they explored and picked up, the world itself is completely open.

While I'm at it, quick bug report: The second time I entered the library while wandering about without following the story, I was locked inside for good. I couldn't get out.

I'm not saying the host's definition is wrong, I'm saying it's vaguely explaining what an adventure game is. "Story-driven" and challenges preventing you from continuing the story can apply to any other genre of videogames too. I don't need people to agree with me. I'm saying these things so they open their minds.

thanks for playing man. You need to "use the door" to get out