What do you think about an adventure game without any puzzles, eh? What about that then?
Define puzzles. The Last Express only has about six that can be considered puzzles in the entire game, with almost all the fun coming from the atmosphere and narrative. Somewhat heretically, I don't believe that adventures are actually about puzzles, but rather narrative and problems. Puzzles are just easier to design and sell to the conservative player base.
Personally, I'd love to see adventures become more emergent, about playing with simulations and characters and investigating. Think Hitman: Blood Money, except without the guns. But then, I'd also like some rich maniac to throw me a zillion quid to write games, so take that with a pinch of salt.

