The flaws that the article identifies aren't crazy, but there is a lot that's weird about the piece -- perhaps most notably that he would pick out a designer famously mocked for illogical puzzles (in an article to which he links!) as one of the "few [wo] can make a good adventure game." Also, the walkthroughs for
TeenAgent suggests that his design was not unlike what he's criticizing, down to one puzzle in which you glue together two pieces of wood for use in water, which is almost exactly the specific (lame sounding) puzzle he criticizes in Mobius. (Interestingly, the same seems to be true of level design. For example, he
criticizes the narrow-path-to-striking-vista trope in FPS games, but then the gameplay trailer for his game starts with
exactly that!)
(I also wonder whether he was being mean-spirited in picking out a screenshot in which Dave misspelled "memento" as an example of the writing in Blackwell.)
What I disagree with is his contention that the core mechanics of adventure games are not fun. His seven deadly sins are largely absent from the best adventure games (Monkey Island 2, Loom, QFG, a few others), or present only occasionally. Several examples of what he describes as inherently lame core features either aren't core features or aren't inherently lame:
* "Inventory management" is bizarre. I can't think of any adventure game inventory I managed; some of the very old games had maybe a couple dozen items to track, but they were all easy to see at a glance and -- setting aside text adventures -- I don't think you ever had to manage encumbrance or anything like that).
* "Dialogue repetition" seems off too. I don't remember repeating dialogue, though of course "dialogue
exhaustion" was (and is) a problem in any game with consequence-free dialogue trees.
* "Pixel hunting" has always been oversold. (Maybe I'm just touchy on this because of Primordia.) With a few exceptions, you weren't hunting "pixels," you were hunting
objects. And while hunting objects isn't my favorite thing in the world, it's not self-evidently "anything but fun." An entire genre of games is based
solely around that mechanic, as is a genre of books (Where's Waldo being the most famous).
(I tend to agree that "back tracking" and "option exhausting" are problems in adventure games.)
Really, the core pleasure of adventure games was the flash of understanding when you discovered how to solve a puzzle. Certainly this is best when the flash of understanding precedes the solution ("Oh,
I know how to get past this!"), but it actually works even when you arrive at the puzzle through brute force ("Oh, so
that's what I was missing!"). As long as the player didn't respond with, "I would never have gotten that, it's stupid," the puzzles worked. And for the most part, I would say that adventure game puzzles
did work, particularly in Lucas games but also in Sierra ones.
For what it's worth, I think a major cause of the genre's death was simply exploding costs. Adventure games are perhaps the least amenable to reused content. Unlike in an RPG (or an FPS or a platformer), where graphics, enemies, mechanics, etc. could be used over and over again, typically each element of an adventure game was once-off and handcrafted. The article is right that adventure games had developed a reputation for cutting edge graphics and sound, and when that standard keeps going and up and up, the cost of handcrafted content goes up too. At some point, in a genre that doesn't sell to as large a demographic, costs can get too high for the product to be sustainable. The AGS renaissance is based on a bunch of factors that push costs down: a fondness for low-res retro graphics; low-budget voice acting; and mostly volunteer developers working purely for back-end profits. Primordia "cost" almost nothing to make -- the only out of pocket expenses were a couple thousand bucks Dave spent on voice actors and marketing. Same for Heroine's Quest and, I suspect, for QFI. I know it's mostly true of Resonance. While Dave pays the artists who make his game rather than giving them back-end, they aren't paid market rates -- maybe now they are, but certainly they weren't prior to Epiphany.
So classic adventure games died because they cost too much for their niche market to bear; retro adventure games thrive because they cost much less to make; and modern adventure games thrive because they market to a different, much larger audience. (Typically by incorporating either action elements or an established IP, sometimes both.) I certainly don't begrudge those games their success, but it seems a little bit silly to assume that every game needs to be made in that model. In fact, bad developers trying to make the next Gone Home are unlikely to do much better than bad developers trying to make the next Monkey Island.
That said, I think The Haunting of Ethan Carter looks neat, and I'll probably pick it up. And I am a sucker for designers who post about their design thoughts, because I shamelessly copy their ideas!