Thesis:
The classical 'adventure game', far from teaching creativity and innovation, teaches the same mixture of futility / lack of agency and rigid discipline that bad schools do.
There's almost zero chance for a bright, creative player to come up with individual creative solutions to puzzles in an adventure. You learn the 'correct' answer the designer wrote, and you repeat it back by rote, or you fail. And without outside help, a crib sheet for the exam, you may fail forever.