I’ll add another hint that Ryan Veeder taught me (he wrote in a blog and I read it, not like he personally mentored me…)
- Don’t mention superfluous extra stuff in your descriptions that you’ll then need to implement as it serves to distract the player from what’s important.
Thorough implementation is a noble cause. But thorough implementation can just be assuring the player “Yes, it’s there; you don’t need to mess with it.”
Just because you have a bathroom, and you and the player know what all should be in a bathroom doesn’t mean you need to spend hours implementing everything a bathroom has unless vital to the plot - like there’s a puzzle where a player has to fish a key out of the drain with string and bubble gum. If the player is just walking past it “Ah. Yes. It’s a normal bathroom. Nothing special you need there.”
Better yet don’t include a bathroom or any other unnecessary locations just for completeness or fall victim to scenery clutter. Extra stuff that’s in a game but not relevant creates inadvertent red-herrings for the player to get hung up on. If you don’t include it, it doesn’t exist and it doesn’t distract.
My version of this is “Don’t describe the wallpaper (unless the wallpaper is important.)”
This is less relevant in a choice narrative where the author can choose exactly what the player can do and/or focus on, thus allowing the author more descriptive leeway without the need for implementing stuff.