Wow, this thread has great reverb. Hello (hello, hello)!
You'd think with how common some gripes are, developers would learn to avoid them.
I happen to love the dark, mature 'n' spooky stuff (although the subtly creepy typically works, too ;)). Horror/thriller games are my all-time fave: supernatural, paranormal, grisly and gruesome. With such content, there is, of course, always a balance to be mindful of (pass a certain extreme, and you cheapen the impact, and thus the effectiveness), but if it feels natural given the situation/mood/characters, I'm all for it. For all its narrative missteps in the latter acts,
Fahrenheit handled the adult themes - sexual and otherwise - with admirable taste, and I'm expecting
Heavy Rain to do the same. I don't believe
Still Life would have made quite the same impression without its aftermaths of graphic violence, and their macabre marriage with art. (And like
Se7en, you don't actually have to
see the violence; the implication/result is enough.)
Consequently, most of the popular "cartoony" adventures aren't usually my cup of, er, tea,
Broken Sword and
Syberia being about my only exceptions. I'm just not really a fan of the - intentionally - absurd antics and crazy-combo inventory puzzles. Which, I know, is what one typically thinks of as an "adventure game"! As an example, I was hoping to play a proper crime thriller with
Art of Murder, but instead ended up with even more of a thinly-disguised-standard-adventure-game, than
Still Life was.
For the most part, I prefer contemporary settings with - relatively - believable obstacles to overcome. In other words, I'm
boring.
Mechanically speaking:
First/third person doesn't bother me too much; I think certain games lend themselves toward each perspective, and I'm willing to go either way.
I definitely agree that puzzles should complement - and weave themselves into - the plot, not be present for their own sake, and shouldn't detract from the game's flow.
Same with dialogue/exposition: if it interferes with the natural pacing of the story, relegate it to the sidelines. Yet make sure all the necessary information is readily at hand without having to keep pages upon pages of notes or backtrack across 10 screens (i.e., an in-game journal/documents screen). It may sound lazy, but I'm playing the game to be immersed in the world, and to enjoy myself, not to obsessively jot down every little detail.
Some degree of nonlinearity is always welcome, but not necessarily a must. Branching paths, multiple endings, or at least a few choices with meaningful consequence (or the illusion of such) all do wonders for replay value - and if I like a game, I'll be replaying it a
lot.
Otherwise, agree with all points above.