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But you still had the choice of trying to pick it up or push it. It adds freedom for the player to try more things. To me it's a bit too simple when the game chooses the action for me. The 'Nice something' is a bit lazy I guess unless it's a door or a rock.
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The thing is, to me at least, feedback is very important. To me, the choice of picking up and pushing is not enough. The thing is, when faced with generic lines which player hears over and over, that feels like going through all the possible actions even if the player doesn't. And that's frustrating. The simple (well, simple in the sense that it's 'easier to say than to do') solution of adding unique feedback for each action is enough to make it feel less frustrating. Instead of 'I can't pick it up' say 'It's too heavy to pick up' (at the least, that is, though that is kind of a crappy variant too, I just use it as an example. Better say something what a character would say, and if it's some kind of an integral part of an important puzzle, maybe hear a bit of the character's thoughts on the matter). The ideal solution, though, would be to show the character TRYING to pick up only for player to see that he can't actually do it.
Even if there is only ONE possible course of actions (like, pick up won't work, pull won't work, or any other command won't work, but push will), the matter of feedback (generic text, unique text, animation or unique text PLUS animation) is VERY important in maintaining the feel of exploration instead of adding just frustration.
The most ideal solution, though, is to add different puzzle solutions depending on what the player character is doing with items - but that, again, needs even more time (and more budget) than just doing a single puzzle solution giving normal feedback.