First Fail: 1993 was NOT the year of Doom. While Doom was released in that year, December 10th is FAR TOO LATE of a time period to say that the entire year was overtaken by it. That's 1994, dumbass YouTuber.
Second fail: Spends too much time talking about the evolution of FPS games in a weak attempt to give corellation as to why adventure games died.
Third fail: Thinking that the jump from 2D to 3D was an important factor in the rise and fall of adventure games. Adventure games were gasping for breath at that point already, they were trying EVERYTHING at that point to stay alive...and failed.
First success: In the span of 30 seconds the video shows how adventure games started and how they evolved during the 80s, from pure text to SCUMM.
First real point made: Adventure games haven't evolved since the two cardinal directions of adventure games (1: You are the character. 2: You see the character on-screen and direct him.) reached their apexes during the early 90s, despite the 'addition' of true 3D gaming.
Second real point made: The conclusion of the video. He's not wrong, in general terms. The Adventure Game genre died because it relied on several foundations that were hard to change and even harder to adapt to suit new times and audiences. Grim Fandango (and The Longest Journey, to a point) were the last gasp of the old-school adventure game. But then something happened a few years later. Two entities, acting independentely of one another, tried to bring back the genre. One was Daedalic Entertainment, the other Telltale Games. One went old-school with hindsight, the other tried kicking the old mule into action, then seeing where they could take it.
In the "Journalistic Drama" thread over in General Gaming, I touched on this because Retro Gamer did a piece on "point-and-click-gaming' and seemed to miss the point a bit. Because WHERE these two entities took adventure games makes a BIG DIFFERENCE. Telltale pursued their model until it stopped making them money, then they changed it until it made them money, even past the point one could call them 'adventure games'. Compare how Sam & Max Season 1 plays, compared to Walking Dead Season 1. WORLD OF DIFFERENCE.
Now look at Daedalic. They've mostly kept to the tried and tested adventure game formula, but their approach to change and evolution is more subtle. The best example of this is the Deponia trilogy. I've said this several times before, but I think it deserves mention: Deponia KILLED some of the tropes of adventure games by having its main protagonist, Rufus, the way he is. People HATE him with a passion, and for good reason. He is the counterpoint to adventure game legends like Guybrush Threepwood, Larry Laffer, Roger Wilco and even Ben the biker and Bernard the nerd. Rufus single-handedly LIBERATED adventure games from having a protagonist cast into a specific mold, which immediately limiited the ways in which an adventure game can tell its story. By destroying one of the 'molds' of adventure gaming, Daedalic Entertainment advances the adventure game genre, and yet manages to keep it in a recognizable format.
In summary, this video goes a ways towards what happened to adventure games in general, but it doesn't go deep enough, it doesn't look at it from all angles. It starts with a catchy approach, but the substance itself is somewhat lacking.