quote:
Originally posted by Wolfson:
I remember actually being a little disappointed when parser games started giving way to the icon-oriented point-and-click adventure games. Sure, now you could look around at everything with the little eyeball, or touch everything with the little hand, but it lost the kind of magic that came with being able to try out truly original concepts that came along with parsing the commands. Sometimes they'd get around it by "fudging" on a definition--I want to climb the tree, so I put the hand icon on the tree. But what if I want to kiss the girl. And you lost all those humorous responses that you'd get for trying something silly like "grope the girl."
The interactivity of the puzzles was greatly diminished by point-and-click, because you immediately know where all the interesting hotspots are. Either the designer throws in a lot of extraneous clickspots that aren't needed to solve the game, or it becomes fairly obvious. In an all text game the number of possibilities is much greater.