Cugel wrote:The extra items are there for realism and/or become relevant in Part 2, they are not meant to obfuscate. The ones that become useful all have clues associated with them in the text. This is an adventure game standard. If only the critical items were visible in the work then a person could play without reading and in my opinion that favors winning over playing and instead of writing many thousands of words I could have just made a slide show.
I think part of the issue is that having lots of decorative items is a *text* adventure standard. The difference is that in a text adventure it's quite easy to determine if an item is merely decorative because as soon as you try doing something to it, it will say "That isn't important". With RAGS the only way I could tell if they were important or not was by clicking on them each time I got stuck.
Don't get me wrong, it looks great and the sex scenes are fun. But I found the gameplay to be too much clicking and not enough interactivity.