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Techniques & Technology

Point and Click

Mouse-driven adventure

Point-and-click interfaces replaced text parsers with mouse interaction, making adventure games accessible while spawning debates about verb systems, smart cursors, and puzzle design.

pcAmigaPlayStation interfaceadventuredesign 1987–1999

Overview

Type “use key on door”? Just click. Point-and-click adventure games replaced text parsers with mouse-driven interfaces, lowering barriers while changing puzzle design. Different studios approached interaction differently—LucasArts’ verb coins, Sierra’s icon bars, single-click smart cursors—each with trade-offs between accessibility and expression.

Fast facts

  • Predecessor: Text parser adventures.
  • Innovation: Mouse-driven interaction.
  • Benefit: Accessibility.
  • Trade-off: Reduced expression.

Interface evolution

SystemApproach
Text parserType commands
Verb listClick verbs, then objects
Icon barVisual verb selection
Smart cursorContext-sensitive
Single-clickSimplified interaction

LucasArts approach

GameInterface
Maniac MansionVerb list
Monkey IslandVerb coin (SCUMM)
Full ThrottleSimplified
Grim FandangoDirect control

Sierra approach

EraSystem
AGIParser + graphics
Early SCIIcon bar
Later SCISmart cursor

Verb debates

PhilosophyArgument
More verbsGreater expression
Fewer verbsLess pixel hunting
Context-sensitiveBest of both
Single-clickMaximum accessibility

Puzzle design impact

ChangeEffect
No guess-the-verbPuzzles shift focus
Reduced vocabularySimpler interactions
Visual cuesShow clickable objects
Hotspot huntingNew frustration

Platform influence

PlatformPreference
PCMouse native
AmigaMouse standard
ConsoleAdapted cursor

Legacy

Modern useApplication
Hidden objectCasual games
Escape roomsPuzzle focus
Walking simulatorsExploration

See also