To the reader, the chair opposite is empty. An adventure game is far more radical. Reading can also be exhausting work and not everyone likes being partly responsible for the plot. The adventure game uses a unique form of discourse. You open the cedarwood box.
Nobody talks like that.
The text doesn't ask the reader to sympathize, or suggest what the reader should think. It tells the reader what the reader actually does think. You draw back in horror from the giant slug-worm. If these assumptions are too often wrong, the basis of the game breaks down. It can be damaging even to tell a joke which the reader doesn't think is very funny.