I read the articles - nice to see some more texts explaining concepts

I wasn't going to post - since I'm sure there is a reason to all this - but I really don't see the benefit of modelling a text adventure as a FSM - seems ok for moving around (it almost looks like the map) - but everything from that point on seems like pushing an square abstraction into a round problem.
Whats the benefit of using an FSM over just using a normal object model for instance?
I mean isn't the object model for adventure games is beautifully layed out implicitly; This thread has almost inspired to go write an text adventure engine (like I haven't got enough toys to play with right now).
Kev