But if you have a puzzle doesn't that mean there has to be a chance at failure?
If you have dialog puzzle where all paths reach the same result then it really isn't a puzzle.
Technically, there is no real "failure" in your game. Since there is a "sure-win" strategy: try every possible path, restart the game each time.
So technically, there is no real "puzzle". Therefore, it really boils down to how much pain you want your player to go through to reach the ending.
Most adventure games these days are more boxed games you explore an area and you can't move to the next area or chapter until you find everything and complete every goal. Which I agree does make them easier and more enjoyable to play.
What I said above is a good reason why most adventure games are like that. Since the "sure-win strategy" is to try every path, there is really no point in making players restarting the game and repeating all the exact same actions again just to try a different branch.
So instead, break the game up into pieces, and make it so that players can "solve" each piece one by one. Instead of making it painful: forcing a restart and having to solve all the pieces again.
But there is room for games where resources are limited and choices matter. An example of an adventure game with limited resources and only one path to victory is I have one day which is a short fun game.
Is limited resources and failure such a bad thing?
Yes it is a bad thing because of my first point: there is really no way to fail since "trying every possible path" is a sure-win strategy.
Not breaking the game up into smaller pieces is just trying to make the process as painful as possible without actually making it difficult or "puzzling".
I don't know about you, but I love adventure games. Too bad they are mostly dead nowadays. But I don't love them because they are hard to figure out or painful to complete. I love them for the story, characters, interesting scenarios/environments etc. The puzzles are really secondary for most players (who WILL turn to walkthroughs if they're stuck).