I've talked to many, MANY people in the last couple years who said some variation of "I love the idea of interactive fiction, but I can't stand the parser."
I discussed Walker & Silhouette with some indie game devs while I was working on it, and this was what pretty much each of them said - some of them also referred to having tried to write IF but getting bogged down handling actions they didn't care about.
I only recently (well, today actually) played "Ecdysis", a 2007 game by Peter Nepstad:http://ifdb.tads.org/viewgame?id=aqtol7ejlzadgnsz
I wasn't aware of the way it presents itself. It's almost identical to Walker & Silhouette, but you don't click on keywords like in W&L, but on words and
sentences. Clicking them executes actual meaningful commands. For example:
"Your side of the bed is soaked with sweat
Clicking on "soaked with sweat" results in an automatic FEEL THE BED. I like this approach. It takes absolutely nothing away from traditional IF. Yet new players don't even have to understand the parser but can still experience it and, most importantly perhaps, learn about it. If they see the kind of commands generated by simple clicking, they soon figure out how to step in themselves from time to time if they feel like it.
In my opinion, it's a very smart way to offer a full-blown parser yet unobtrusive ease of use at the same time.