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As an aside, I worked on a really short game last winter called Christmas Quest with some of the other staff at Adventure Gamers. We were determined give the player tons to do so we put in a lot of hotspots, with unique responses for each action on each hotspot. We worked HARD on those responses... it took way more time than I thought it would. And the game only had one room! So, yeah, I can completely understand where the designers are coming from if they prefer to focus their efforts in other areas. I've also found, as I've replayed some older games, that they don't have as many unique responses for actions as I remembered them having. Even Hit the Road has some pretty bland responses when you try to do things that don't work.
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After playing that game I don't think that a lot of unique responses to many hotspots is that important. Too much makes you just try everything with everything, not because you are stuck, but because you don't want to miss anything. And that can be a bit frustrating at times, if you want to go on, but have a lot of objects you haven't tried everything on. Some is great. Too much is too much. Add them where they fit. 'Use Elaine' from EMI is a great example. Don't add too many responses just to add responses, but if you see something funny about the action, just include it.