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Usually a player is free to move around the world however they please and enjoy the freedom of exploration

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An adventurer is free. You should be allowed to choose who you are and what you are good at. Classes feature dfferent stats / attacks, etc.
In-game classes can be C# classes that inherit characteristics from a base "character class" that has stats for health, energy, etc.

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Combat system is an interesting concept. How we tackle this system say a lot about the game. The combat can be mainstream front-wiew hack and slash, top-down directional combat, beat-synchronizing combat or even turn-based combat.

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In my opinion, adventure game is centered around a journey, or a narrative, and all of the other elements in an adventure games are in service of the narrative. This means, the more coherent and stronger the elements help in aiding the narrative, the better the game design.

What the narrative of each game is another story. It can focus on exploration and immersive story-telling (like the way Skyrim handles the adventure part), to propose a philosophy or idea of the game designer (Stanley Parable, The Beginner’s Guide), or to invoke emotion from the players (Journey, Life is Strange). The narrative is core part of an adventure game, aka the make-or-break point of the game.

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Both player character(s) and NPCs have set personalities; the player may choose between voice lines, but usually there is no role-playing element

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Stage skipping, Extra / Special inventory.

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Items are hidden around the map. To gain access to these items, players must find hidden entrances (with indicator) or solve puzzles. This, however, doesn't affect the game by a  huge margin. (not forcing the player to fi
nd everything, but rewards those who are willing)

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If you die, you'll have to do everyting all over again.

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Difficult meaningless choices that result to death

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Difficult meaningless choices that result to death

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You can lift your hands off the controls and not immediately lose points/health/positioning

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Implies a story of the "there-and-back" type, in which a protagonist or a group of protagonists _venture_ forth, following a call to face danger in order to solve a problem or to change their fates