Combat sequence in adventure games are always welcome. Just like logical death sequences remind the player that danger is always present, combat sequences can help to keep the characters but also the mood consistent since in brutal and chaotic environment not every problems can be solved with wits. I don't think the Indy adventure games would have had the same mood as the movies if there were no nazi to punch, nor do I think it would have been the same if Indy was shot on sight and a death message appeared everytime he encountered one since Indy doesn't always run away from his enemies, he confronts them and fights back too.
In several case, combat sequences added to an adventure game can change the experience completly. An adventure game where you could freely home invade dungeons and lich's tombs, pillage treasures, kill monsters and ruin the dungeon owner's plans while at the same time exploring new places, meeting characters, solving puzzle and living an epic tale would be an experience greatly different from the experience of playing yet another KQ clone.
Not everyone like them, we play adventure games to be entertained, sure, but adventure games is also associated with intelligent solutions for the problems the player encounter. If the combat sequences, instead of being clicking frenzies, still require thinking and wits to be overcome, even if the brain is used in a different way, I think it can fit in an adventure game. Some solutions to emphasis on wits instead of dexterity which I can think of right now:
Give the enemies some weak points, so you can either beat them using luck and brute force or simply finding the right weapon/strategy for the right situation.
Give the player the possibility to use his wits to neutralize, confuse or avoid the enemies altogether before the fight has even begun, like in Indy and the Last Crusade. In FOA it was even possible to weaken several of the labyrinth guards if you told them sentences that did not enrage them before the fight.
Turn based system that are a tad simplish with their overused Fight, Magic, Item, Run And Don't Look Back commands can be made more strategic when the player can customize his party and develop personnal strategies or when he also need to move his characters on a grid, like in Heroes of Might and Magic or this game. Adding more subtle and strategic commands can help too, in Superhero League of Hoboken, enemies have Greed, Pity and similar stats and you can use commands such as bribing or begging monsters for mercy during the fights.
Some optionnal puzzles, subquests and hidden items can be added in the game, which, when solved or found, reward the players with better weapons, armors, the Legendary Greatsword of +2 or a piece of information that can turn a tough combat in a non-violent encounter.
As for knowing when you cross the line between genre, simply ask yourself which genre is the dominant genre in your game. There are several FPS/platformer that feature huge world to explore, collecting powerup and solving some puzzles, but they are action games with adventure elements because the main gameplay element is to shoot baddies or cut them to pieces. Just like the Indy adventure games remain adventure games even if there are bouncers and several dozens of nazi to punch the lights out, because good old puzzle solving remains the primary gameplay element.
In several case, combat sequences added to an adventure game can change the experience completly. An adventure game where you could freely home invade dungeons and lich's tombs, pillage treasures, kill monsters and ruin the dungeon owner's plans while at the same time exploring new places, meeting characters, solving puzzle and living an epic tale would be an experience greatly different from the experience of playing yet another KQ clone.
Not everyone like them, we play adventure games to be entertained, sure, but adventure games is also associated with intelligent solutions for the problems the player encounter. If the combat sequences, instead of being clicking frenzies, still require thinking and wits to be overcome, even if the brain is used in a different way, I think it can fit in an adventure game. Some solutions to emphasis on wits instead of dexterity which I can think of right now:
Give the enemies some weak points, so you can either beat them using luck and brute force or simply finding the right weapon/strategy for the right situation.
Give the player the possibility to use his wits to neutralize, confuse or avoid the enemies altogether before the fight has even begun, like in Indy and the Last Crusade. In FOA it was even possible to weaken several of the labyrinth guards if you told them sentences that did not enrage them before the fight.
Turn based system that are a tad simplish with their overused Fight, Magic, Item, Run And Don't Look Back commands can be made more strategic when the player can customize his party and develop personnal strategies or when he also need to move his characters on a grid, like in Heroes of Might and Magic or this game. Adding more subtle and strategic commands can help too, in Superhero League of Hoboken, enemies have Greed, Pity and similar stats and you can use commands such as bribing or begging monsters for mercy during the fights.
Some optionnal puzzles, subquests and hidden items can be added in the game, which, when solved or found, reward the players with better weapons, armors, the Legendary Greatsword of +2 or a piece of information that can turn a tough combat in a non-violent encounter.
As for knowing when you cross the line between genre, simply ask yourself which genre is the dominant genre in your game. There are several FPS/platformer that feature huge world to explore, collecting powerup and solving some puzzles, but they are action games with adventure elements because the main gameplay element is to shoot baddies or cut them to pieces. Just like the Indy adventure games remain adventure games even if there are bouncers and several dozens of nazi to punch the lights out, because good old puzzle solving remains the primary gameplay element.