This is a lesson I learned the hard way!
As with most things, it depends. The one thing I always think about when adding or removing something is "does this get in the way of the fun?" Having lots of dialog options is very nice in an adventure game, but the only problem is that it can get very boring fast. And if the player just wants to get back to exploring, it can definitely get in the way of the fun.
Imagine seeing a film where two characters talk for several minutes and the camera never moves once. You'd get bored. So to stop you from being bored, they make sure to have different camera angles, close-ups, the characters moving, etc; in other words, they make stuff actually happen. Adventure games, especially indie games, don't have that luxury. It's like that hypothetical film. When adventure game characters are standing around talking, that's ALL that happens.
That's not to say lotsa dialog is bad. My new mantra is "short exchanges but lots more of them." By all means, have as many dialog exchanges as you want - but try and make each one short and snappy. A maximum of four or five lines, if possible. Obviously there are always exceptions, but if you're finding your testers getting bored in certain places, try cutting it down a bit. Especially if it's interrupting gameplay.
As with most things, it depends. The one thing I always think about when adding or removing something is "does this get in the way of the fun?" Having lots of dialog options is very nice in an adventure game, but the only problem is that it can get very boring fast. And if the player just wants to get back to exploring, it can definitely get in the way of the fun.
Imagine seeing a film where two characters talk for several minutes and the camera never moves once. You'd get bored. So to stop you from being bored, they make sure to have different camera angles, close-ups, the characters moving, etc; in other words, they make stuff actually happen. Adventure games, especially indie games, don't have that luxury. It's like that hypothetical film. When adventure game characters are standing around talking, that's ALL that happens.
That's not to say lotsa dialog is bad. My new mantra is "short exchanges but lots more of them." By all means, have as many dialog exchanges as you want - but try and make each one short and snappy. A maximum of four or five lines, if possible. Obviously there are always exceptions, but if you're finding your testers getting bored in certain places, try cutting it down a bit. Especially if it's interrupting gameplay.