I'd enjoy both, to be honest. I love typing commands for games, despite never ever playing a pure text adventure for more than five minutes. But I absolutely loved it in games like Leisure Suit Larry and Police Quest. I guess for the ease of use, a point'n'click is far superior, but for possible depth and puzzles with several solutions, a parser is superior. That said, I think the 9 verb interface that early (but not earliest) LucasArts adventure games, more specifically Monkey Island 2, Indy Fate of Atlantis and Day Of The Tentacle, was a great in-between model that provided choice without being too complex.
Adventure games today comes with point'n'click inteface (mostly). I can't see King's Quest Telltale having text parser, so I secretly hope for something along the line of the last couple of King's Quest games (not counting KQVIII). Heck, I'd like it if for once the inventory wouldn't be hidden away from us all of the time, like all the modern adventure game do. I want something like the system in the Legend of Kyrandia quests, which really is exactly the way most do it today, but without hiding the inventory from sight.
But since everything has to be cinematic, it's a miracle we even get to see the mouse cursor nowadays.
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