in the end, this is why I think an IF language/library ought to store the actual word used for the verb, for later adprosing use. something like “ok you (verb_var) the (noun_var)” (at least the “moving from the map to the inventory” action allows simple & relatively universal stock answer…) but this is OT here…
on playing, SWIPE has a precise different meaning in games set after ~1960s (e.g. SWIPE CARD IN SLOT) related to different major actions. SEIZE should be appropriate in police mystery (that is, a mystery where the player is part of the police; SEIZE EVIDENCE implies, at least in my perspective, “taking/getting/whatever evidence with due care for not compromising the scientific investigation” (and TAKE/GET is duly blocked by seniors…)
TAKE feels natural to me, and one of the complications is GET can also be used in constructions like GET DOWN or GET OUT or GET UP which trigger directions like DOWN and EXIT and UP.
TAKE can also resolve to “consume” like TAKE PILL, TAKE DRINK.
Probably less common as an action for ATTACK: TAKE DOWN ROBBER.
In all seriousness, a parser dictionary and thesaurus could be compiled and integrated into development systems. I think authors spend a lot of time repeating the same tasks, such as brainstorming synonyms or disambiguating senses.
Most major systems already will recognize TAKE item, GET item, PICK UP item or can have those synonyms set.
If the system doesn’t recognize unusual synonyms like AQUIRE, PLUCK, OBTAIN I don’t fault the author. That’s what I meant by the “synonym event horizon” because a player using weird verbs likely knows what the correct ones are and is likely trolling the parser to fail recognition.
The only exception is if the writing mentions a verb synonym “I need you to steal the priceless Ming Vase from the museum.” then STEAL VASE should definitely be implemented as a synonym for TAKE.
A take is an opinion about political or cultural matters, and a get is a document allowing Jews to get a divorce, so I’m worried that most development systems treat them as synonyms — this is going to make my game idea about the life of Saul Bellow way harder to implement!
Does it help that take as opinion and get as divorce license are nouns while take or get as put item in inventory are verbs?
Though, another potential complication: a game about making movies and the politics surrounding the industry. So, you have to deal with both take as opinion and take as an individual recorded performance of a given scene.
And now I’m wondering things such as:
What is the record for distinct verbs in a parser game?
What is the record for total synonyms in a parser game?
What is the record for synonyms per verb in a parser game?
What is the record for most synonyms for a single verb in a parser game?
What is the record for most words in a parser game that have both noun and verb functionality?
What is the record for most distinct senses of a single word in a parser game?
What is the most extensive usage of adjectives and adverbs in a parser game?
I did think to wonder about the opposite extreme, but I suspect there are plenty of classic games with one word, one meaning and no adverbs, no adjectives as technical limitations, so fewest distinct verbs in a still interesting game is probably the only small dictionary question with an non-boring answer.
And for some reason, the idea of fewest verbs puts me in mind of a parser game where you move around a square grid, and at each location you can either take an item in that location, put an item in your 1 slot inventory in that location, or swap the item in your inventory for an item in the location, though not sure how to turn this into an interesting puzzle crawl.