Suppose a game in which the player is wandering an open landscape with long vistas, allowing them to LOOK in some direction, or even look at an adjacent location.
Corinth is a room. Athens is east of Corinth. Epidaurus is southeast of Corinth and east of Mycenae. Mycenae is south of Corinth. Olympia is west of Mycenae. Argos is south of Mycenae. Thebes is northwest of Athens. Pylos is south of Olympia. Sparta is east of Pylos and south of Argos. Delphi is northwest of Thebes.
Understand "look [direction]" as facing.
Facing is an action applying to one visible thing.
In rules about action handling, "noun" refers to the first object that the player has mentioned in their command, so if the player typed >LOOK WEST, "let the viewed item be the room noun from the location" would be processed as "let the viewed item be the room west from the location", and so on.
We can at need override the default behavior, if it is not going to be appropriate for the player to see the next room over. There is only sky above at any time, so...
This design allows us to create descriptions for rooms (as seen from the outside) which will work regardless of where we're looking from. For instance: