How would YOU reinvent the adventure game genre?

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Interesting responses, guys. I've been thinking some more about this and I have another question:

Are puzzles a necessary element of adventure games?

For me, at least, the plot, subplots, characterisations, dialogues and sense of immersion are the most important things. Puzzles always felt like a necessary evil, but now I think about it is that really true?

According to dictionary.com, the word "adventure" means:

1. An undertaking or enterprise of a hazardous nature.
2. An undertaking of a questionable nature, especially one involving intervention in another state's affairs.
3. An unusual or exciting experience: an adventure in dining.
4. Participation in hazardous or exciting experiences: the love of adventure.
5. A financial speculation or business venture.

Conflict of some sort is an essential element of any plot. Most novels and movies feature conflict or "adventure" in some form without the characters having to resort to brain-twisting puzzles or fighting to solve them. So why must adventure games?