quote:
ANSWER, APPLY, ASK, ATTACK, AVOID, BEND, BITE, BLOW, BOARD, BREAK, BRING, BURN, BUY, CALL, CAST, CLEAN, CLIMB, CLOSE, CONNECT, COUNT, CROSS, CUT, DESTROY, DIAL, DIG, DISEMBARK, DIVE, DOFF, DON, DRINK, DROP, EAT, EMPTY, ENTER, ERASE, ESCAPE, EXAMINE, EXIT, EXTEND, EXTINGUISH, FILL, FIND, FLY, FOLLOW, GET, GIVE, GO, HELP, HIDE, HIT, HOLD, IGNITE, JUMP, KICK, KILL, KISS, KNOCK, LAUNCH, LEARN, LEAVE, LICK, LIE, LIGHT, LISTEN, LOCK, LOOK, MAKE, MARRY, MEASURE, MEMORIZE, MOVE, OFFER, OPEN, PICK, PLAY, POINT, POUR, PULL, PUSH, PUT, RAISE, READ, REMOVE, RIP, ROLL, SCRUB, SEARCH, SHAKE, SHOOT, SHOUT, SHOW, SIT, SLEEP, SLIDE, SMELL, STAIN, STAND, STAY, STEP, SWIM, TAKE, TASTE, TELL, THROW, TIE, TOUCH, TURN, TYPE, UNLOCK, UNTIE, WAIT, WAKE, WALK, WAVE, WEAR, WISH, WRITE, YELL
Admittedly, a large number could be implemented by a suitably context sensitive "use" command (maybe with a secondary "use2" key for some items) and a lot of the movement commands are replaced by the standard 3D mouse/keyboard, but conversation requires a secondary interface, which typically disrupts player control. Listen and look are automatic, but the other senses aren''t represented in any obvious way. Combining items and handling multiple types of clothing pretty much requires a separate inventory screen. And then there''s hidden commands, like "plugh" or "xyzzy" in Colossal Caves (one of which is vital for solving a puzzle). Or versatile objects with more than one use in a given context. Or, of course, the dreaded mazes... short of littering the place with teleporters, I can''t think of any way to prevent a player from being able to backtrack out of a maze - avoiding being completely lost. OK, so there are special cases, and specific fixes for each case, but there''s a risk that the whole game ends up being special cases and specific fixes...
Just as an experiment, try playing through Colossal Caves, and try and figure out how to make that into a 3D game - apart from the forest outdoors, which has a slightly weird topology, practically the entire game (OK, not the active volcano and probably not the mirror) is modelled on a real cave network, so the 3D modelling should be possible (if you ignore the details of the mazes, where the topology again gets a little warped). Offhand, apart from the tight squeeze into the plover room (you can only get through if you drop everything - which is definitely not the sort of thing a 3D game usually concerns itself with...) and dealing with the Troll, nothing springs to mind as being exceptionally difficult to convert into a 3D system.