Another important point that Phil makes is that too many adventure games. As well as RPG's. start you off with nothing to do. Most recently I've experienced this in The Testament of Sherlock Holmes (aside from the absurd prologue). This is also somewhat true in DOTT. Why should i interact with this new world, when I/The protagonist haven't been given anything to do/an immediate goal? It's an important motor in storytelling, and so many adventure-type games gets it wrong!
I am not talking about starting the game with: -"Rescue the princess, GO!". But rather put me to work on a simple/basic task and let me discover, the interface, the bigger objectives and the world as I go along.
Beneath a steel sky and Lure of the temptress are examples of games that gets this right!
*Edited to make more sense*