From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which got high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions.

Many of the games shared similar game interfaces and technology, powered by SCUMM (Script Creation Utility for Maniac Mansion). After 1997, these games transitioned into 3D graphics with the GrimE game engine. Common features between the games include in-joke references to both other LucasArts games and Lucasfilm productions, as well as other running gags, such as Chuck the Plant and Sam & Max cameo appearances, that spanned numerous games. Most of the games were designed by the people with experience from creating preceding adventure games for LucasArts, and the same composers were involved in the majority of productions.

In 2004, after a string of titles that never reached release, LucasArts ceased development on graphic adventure games. Many of the development staff involved in the making of these games moved on to form new companies, continuing to produce similar games at studios such as Telltale Games, Double Fine Productions, and Autumn Moon Entertainment. In 2009, however, LucasArts made a collaboration with Telltale to revive the Monkey Island series, one of the old LucasArts adventure franchises, as well as stating its intent to revisit its past portfolio. This collaboration brought the LucasArts to develop special editions of the first two Monkey Island games and the Telltale helmed adventure game Tales of Monkey Island.

Games

Initial titles (1986–90) LucasArts' first adventure game was the 1986 title Labyrinth. The game's development was led by David Fox, with contributions from Douglas Adams, Christopher Cerf, Noah Falstein and Brenda Laurel. Based on the film of the same name, it is LucasArts' first video game adaptation of a film. It is the only adventure game not published by LucasArts, as Labyrinth was published and distributed by Activision.

Labyrinth was followed in 1987 by Maniac Mansion. Maniac Mansion was the creation of Ron Gilbert and Gary Winnick, and marked the debut of SCUMM, the game engine that powered all but two of LucasArts later adventure games. The game was also the first LucasArts adventure game to be released for DOS. Maniac Mansion was LucasArts' first full graphic adventure game, using a point-and-click interface rather than the text-based gameplay seen in Labyrinth. A menu of verbs allows the player to choose how to interact with the game's environment. Maniac Mansion aims to parody the horror genre. The game was subject to several enhancements and re-releases, and was included as a game within a game in its sequel, Day of the Tentacle.

The third LucasArts adventure game was Zak McKracken and the Alien Mindbenders, designed by David Fox, Matthew Kane, David Spangler and Ron Gilbert. Set within a science fiction setting, the game was released in 1988. It used a slightly upgraded version of the SCUMM engine, but adopted the same control and gameplay methods of the earlier games. Zak McKracken and the Alien Mindbenders introduced digital music to LucasArts adventure games in the form of MIDI.

In 1989, LucasArts released their first adaptation of one of Lucasfilm's major franchises: Indiana Jones and the Last Crusade, based on the film of the same name. The game again upgraded the SCUMM engine's capabilities, but kept similar gameplay. The project was led by Ron Gilbert, David Fox and Noah Falstein; it was Fox's last adventure game for the company. A quotient point system, referred to as "Indy Quotient", allowed the player to overcome puzzles in several different ways, such as fighting a guard, sneaking past the guard, or convincing the guard to allow the player to pass.

Loom was the fourth game to utilize the SCUMM engine and was released in 1990. Designed by Brian Moriarty, the game was set in a fantasy setting. As well as updating the engine's graphics through the use of dithering, Loom marked a major deviation in interacting with the game's world. Instead of using the standard point-and-click interface of previous games, Loom requires players to use four-note musical tunes to create spells on objects or other characters. Loom also introduced the game design philosophy that the player character cannot reach a dead-end or die; this design decision was applied to all later adventure games, with the exception of Indiana Jones and the Fate of Atlantis. A later CD-ROM re-release added Red Book CD-DA music featuring the compositions of Pyotr Tchaikovsky and a full voice soundtrack (although, as a consequence of using Red Book CD-DA for the speech, the dialogue script had to be shortened considerably to fit on the CD-ROM).

The early nineties (1990–93) The Secret of Monkey Island is the first game in the Monkey Island series and was released in 1990. The game, noted for its greater use of witty humor over previous titles, was designed by Ron Gilbert, Dave Grossman and Tim Schafer. The concept itself was pioneered by Gilbert. Following the deviation in gameplay in Loom, The Secret of Monkey Island returned to similar point-and click gameplay featured in Indiana Jones and the Last Crusade. The SCUMM engine was again upgraded for the title. Set in the Caribbean in the Golden Age of Piracy, the game introduced Guybrush Threepwood, a hapless amateur pirate. The game's MIDI music soundtrack was the first to feature work by Michael Land. The CD-ROM re-release added a new CD-audio music soundtrack, and updated the game's graphical user interface.

A sequel to The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge, followed in 1991. As with its predecessor, it was designed by Ron Gilbert, Dave Grossman and Tim Schafer, though it would be Gilbert's last work for LucasArts. The game once again placed the player in the position of Guybrush Threepwood, searching for a fabled treasure in the Caribbean. Gameplay remained mostly unchanged from The Secret of Monkey Island, though the game's user interface was simplified to be more user-friendly. LeChuck's Revenge again featured music by Michael Land, although Land was joined by Clint Bajakian and Peter McConnell. In addition, the game marked the debut of iMUSE (Interactive Music Streaming Engine), a system developed by Land and McConnell that allowed for the game's MIDI music to transition dynamically with the visuals.

The 1992 title Indiana Jones and the Fate of Atlantis was the second LucasArts adventure game based on the Indiana Jones franchise. Unlike its predecessor, The Fate of Atlantis featured an entirely original storyline. The development was led by Hal Barwood and Noah Falstein, the latter of whom was one of the co-designers of The Last Crusade. The Fate of Atlantis was Falstein's last LucasArts project. The game incorporated the "Indy Quotient" system from The Last Crusade to allow the game to be completed in several ways. A 1993 CD-ROM re-release added a full voice soundtrack.

Day of the Tentacle is the sequel to the 1987 title Maniac Mansion. Released in 1993, it was designed by Tim Schafer and Dave Grossman and focused on saving humanity from a megalomanic mutant tentacle by using time travel. It was Grossman's last project for LucasArts before leaving in 1994. The game featured a further upgrade in the SCUMM engine to enhance the graphics capabilities. Day of the Tentacles music was composed by Michael Land, Clint Bajakian and Peter McConnell, who composed the themes for the future, past and present settings of the game respectively. Day of the Tentacle was the first game to drop support for older, less successful platforms, instead initially releasing only for DOS and Mac OS. The game was one of the first video games to feature a full voice soundtrack upon its release.

Following the focus on the Maniac Mansion, Monkey Island and Indiana Jones franchises, LucasArts developed a game based on a different existing franchise in 1993 with Sam & Max Hit the Road. Designed by Sean Clark, Michael Stemmle, Steve Purcell and Collette Michaud, the game was based on comic book characters Sam and Max, which were created by Purcell. As with Day of the Tentacle, the game featured a full voice soundtrack upon release. The players' interaction with the game's environment was redesigned. Command functions were compressed into a number of cursor modes instead of having a list of verb actions to choose from on screen, and the inventory system was moved to an off-screen menu. The more streamlined interface allowed for more of the screen to be dedicated to gameplay. Land, Bajakian and McConnell returned to score the game's music. While Bajakian did not compose any further LucasArts adventure games, he was still involved with sound production in later titles. He is credited as both a music supervisor and one of four composers on Escape from Monkey Island.

Later SCUMM games (1995–97) In 1995, after a year-long hiatus from adventure games, LucasArts released Full Throttle. Full Throttle was designed by Tim Schafer, and follows the story of Ben, a biker in a dystopian future who has been framed for murder. It was the first LucasArts adventure game to be released for Windows, although support for DOS was still retained. The game was the tenth to use the SCUMM engine, which had undergone further enhancements. The game kept a modified version of the streamlined interface used in Sam & Max Hit the Road, but introduced a contextual pie menu that dictated how players interacted with the game. Full Throttle featured technology called INSANE (Interactive Streaming Animation Engine) to assist with cut scene animation and the game's action sequences. The game's musical score was produced by Peter McConnell, and incorporated a title theme by The Gone Jackals. Full Throttle was the first LucasArts adventure game to be distributed only on CD-ROM.

Later in 1995, The Dig was published. Production had started in 1989, but The Dig was plagued with development problems. The final version of the game was overseen by Sean Clark, although two previous versions had involved Noah Falstein, Brian Moriarty and Dave Grossman. The game's story itself was envisioned by Steven Spielberg, who had concluded that a film version would be prohibitively expensive. Spielberg's story focused on a group of astronauts becoming stranded on an alien world while on a mission to stop an asteroid hitting Earth. The Dig used the SCUMM engine and the INSANE technology. In addition, fellow Lucasfilm company Industrial Light & Magic was involved in the game's special effects. Michael Land composed the game's music, which included excerpts, many as short as one or two chords, from Richard Wagner's work.personal recollection

The twelfth and final game to utilize SCUMM technology was the 1997 title The Curse of Monkey Island. The game was the third entry in the Monkey Island series, and the first not to involve series creator Ron Gilbert. Development was instead led by Jonathan Ackley and Larry Ahern. For its final outing, the SCUMM engine was completely overhauled to produce significantly more advanced graphics than any previous LucasArts adventure game. The resulting distinct cartoon style was created by artist Bill Tiller. The Curse of Monkey Island featured slightly refined gameplay based on the pie menu interface used in Full Throttle. The character of Guybrush Threepwood returns, with a voice actor for the first time in the series, in an effort to save his fiancée from a voodoo curse. Michael Land once again composed the game's score. The Curse of Monkey Island would mark the end of support for DOS; the game was released on CD-ROM solely for Windows.

3D graphics and GrimE (1998–2000)