Quest's default room description prints the player's location, followed by a list of the objects in the room, and then the available doorways. This leaves the only place to type some creative text being the look line.
Fortunately, the descriptions can be overridden and turned into something that looks better to the player, if required.
It may be that you just want to change how Quest's room descriptions look - in this case, you'd want to override the descriptions globally by placing some description script in the "define game" block.
The following is an example "description" line that will print a description fairly similar to the default Quest one. It makes heavy use of Quest's internal strings and functions. Feel free to use it (or a modified version of it) in your own games:
description { set string <roomtitle; |b|cl#quest.formatroom#|xb|cb> if property <#quest.currentroom#; indescription> then { set string <indescription; #(quest.currentroom):indescription#> if ( $right(#indescription#;1)$ = : ) then { set numeric <len; $lengthof(#indescription#)$ - 1> msg <$left(#indescription#;%len%)$ #roomtitle#.> } else msg <#indescription#> } else { msg <You are in #roomtitle#.> } if not ( #quest.doorways# = ) then msg <You can go #quest.doorways#.> if not ( #quest.objects# = ) then msg <You can see #quest.formatobjects#.> if not ( #quest.lookdesc# = ) then msg <#quest.lookdesc#> }
An alternative, and more classical way of making room descriptions is for the game author to write all aspects of the description. For example, you might want to write something like this for each room in your game:
"You are standing outside a magnificent castle, in front of a huge iron portcullis which lies to the north. You can hear voices above you."
In this case, you'd simply have to put all of that inside a parameter for the description line in the relevant room definition block. Quest's default room description is then overridden and you don't get all of that beautiful prose spoiled by "You can go north. There is nobody here." etc.