I suppose this is more of a general IF topic than a Quest-specific one - but we don't have a "General IF" forum, so here it is.

(In the following, I'm using the word "game" to refer to an IF work. Basically, that word pops out more often than not, but also it seems clearer than "work" or "piece", which could refer to other things. I tend to not like the word "game" as such, but I'm using it here.)
I wanted to get opinions from those who have them and wish to offer them about the use of hyperlinks in IF. The reason for this is that I'm trying to make a design decision, and I'm not sure even what the various issues are.
Traditional IF is all text-based. With this:
1) you read text
2) you need to parse the text and identify critical pieces
3) you input text of your own as commands
4) you get a textual response
And the cycle starts all over again. Hyperlinks impact two areas of this for me - 2 and 3 above.
Hyperlinks can ease issues revolving around 3), which is the "guess the verb" problem or the "I think I know what I need to do, but it won't accept any of my input", which is frustrating because it's often hard to know whether we actually have the wrong idea (in which case nothing we input is going to work) or we do in fact have the right idea and simply can't get the piece to accept the input, because it's looking too narrowly. I have run into numerous games on Quest (some even highly scored) where, in some cases, you must type a specific sequence of words, a sequence which might not be natural. It was natural to the author, but not to every player. This is a design issue. Hyperlinks (and associated verb menus in Quest) can help with that, since it constrains and identifies the choices. Of course, the author has to have actually implemented the verbs in the UI. I have run into many games on the Quest site that both list verbs that don't work and don't list verbs that are actually needed. (This is a different design issue.)
Hyperlinks can also ease the job of 2 (parsing and identifying) - and therein lies the problem for me.
I have played games that use hyperlinks and games that don't, and I have noticed a distinctive difference in the "flavor" of the game experience. First, clicking a link instead of typing, in and of itself, gives the game a different feel. Typing on a keyboard is very tactile, very left-brain. Clicking a link is more spatial, more right-brained. I don't know if the left/right brain distinction is accurate, but there is a definite difference in how I feel while doing it.
But second, having objects and exits called out as hyperlinks changes the kind of *mental* work I need to do in the game. I don't need to read the text as carefully – the key words are called out and highlighted for me. Some words matter and, well, the rest don't. It can make things easier for someone new to IF, but at what cost? The immersion changes or an change. The pace changes.
Changing the dynamic of the game is not in and of itself a bad thing – depending on your point of view, on your design, on what you want your game to be. And things like hyperlinks are almost essential in mobile apps – that paradigm is different anyway, so it's not as surprising when it's a different experience.
Having said all that, I'm curious how others feel. Are the changes that hyperlinks cause in game play a good thing, a bad thing, something else? Which kind of game would you rather play?
I'm contemplating having both modes (keywords highlighted or not), but I'm not sure which should be default. Perhaps I'll give the player a choice...
(I'm not looking for flame wars here. I'm eliciting *opinions*. If you're of the mindset that your thoughts have any more weight than that, then it might be best not to partake, to save yourself the frustration that will inevitably come when others don't agree with you!)