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The issue with old text adventures wasn't just that they used simple parsers, it was that 'hunt the syntax' was seen as being part of the challenge - you might know what you wanted to do, but you had to figure out what weird way the game wanted you to write it. Straightforward commands like "use" or "open" - even if they'd worked everywhere else - would suddenly fail when you were dealing with one of those syntax-hunts, and they were everywhere.

The QFGs don't do that to you.
In addition to what people have said so far, I would also advise you to read the manual of the first game as Quest For Glory features a lot of verbs or commands that aren't typically allowed in ordinary text adventure. You can walk, you can run, you can sneak, cast spells, fight, talk with people, ask about things... In Quest For Glory II you can (and get rewarded for) greeting people, thanking them, bidding them farewell, you can also bargain with merchants, tell people about events that happen in the game...

And while I don't recall a single instance of guessing the noun, verb or syntax in the first two games, if you don't read the manual, there is a good chance that you will not know the full potential of your chosen character class and risk getting stuck on non puzzles that were right there in the manual.

If you decide to opt for the VGA games instead (or when you get to play them), starting with the remake of Quest For Glory II and onward, the telling, greeting, thanking, bargaining and bidding farewell commands are accessed by using the mouth icon on your character. Another instance of "all there in the manual."