# Introducing generic commands in text-based interactive fiction game

Writing a compact text-adventure engine I was thinking about possible commands a player could use. For each location i have special commands described in the text but what about generic commands like

• examine
• open / close
• trigger
• ...

So here are my questions concerning this:

1. Is there anywhere a good enumeration of commands which should be mandatory? If no, what commands would you expect in such game?
2. Concerning usability, should I suppose that the player knows the commands so he can try to use them from the beginning or should I implement tutorial-like explanations which unlock the usage of those commands?