You don't have to be doing anything else but that. but it still means what it says: you're on an adventure. We've developed so many more mechanical directions, and new artistry out of that, that 'adventure' alone doesn't mean a whole lot. Pokemon is an adventure, even as it is also several other things. Uncharted is an adventure, even as it is also several other things. Its a designation that still has purpose, but we've whittled down (or grown branches, however you see it) into sub-genres so much that it doesn't mean a lot - but it still has definition. Action became shooter became 'FPS/TPS' became live service TPS battle royale blah blah. It was about the overall immersive or playful experience, and what that involved, not the details or complexity of mechanics. but clumsy about it like pejoratively calling games 'walking simulators' when they're just often narrative adventures that have existed for decades). Historically, half the industry was filled with games called 'Adventure' because genre was closer to past narrative (books) or cinematic (film) understandings (though we're returning to that a little nowadays. I need to reply to your second paragraph too. I edited the first sentence to come closer to that. edit: /u/lazarus22 brought to my attention that the term is used positively nowadays and that my post does not reflect that enough. Though, Ethan Carter rides the line very hard. So calling them adventure games is a bit off. Edith Finch has only very few actual "puzzles" and more "experiences" and the OG walking sim Dear Esther did not have any real gameplay at all. There are some "puzzles" you can fully skip in Ethan Carter. In narrative driven games, puzzles are either rare and/or optional. The story is usually interrupted for them. In adventure games (monkey island, indy jones, deponia. But there is a distinction between old adventure games and narrative driven games. The industry tries to establish "narrative driven game" I think. Walking sim is actually started out as a pretty derogatory term.