Stupot, I could agree with you if it weren't for that adventure games have at least two other aspects to add to the trial and error: inventory items and advanced nested dialogues.
I agree that complexity in a game can be good and make it feel more realistic, but I really don't see how it makes a game better in any way that I have the opportunity to speak to the grass only to find that it surprisingly enough doesn't talk back.
I agree that complexity in a game can be good and make it feel more realistic, but I really don't see how it makes a game better in any way that I have the opportunity to speak to the grass only to find that it surprisingly enough doesn't talk back.