These types of mysterious stories allow designers to get around what Ernest W.
In the book Andrew Rollings and Ernest Adams on Game Design, the authors state that "this [reduced emphasis on combat] doesn't mean that there is no conflict in adventure games ...
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.
Point-and-click adventure games are those where the player typically controls their character through a point-and-click interface using a computer mouse or similar pointing device, though additional control schemes may also be available.
The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory.
Later text adventures, and modern interactive fiction, use natural language processing to enable more complex player commands like "take the key from the desk".