It’s the one edition that I haven’t played so it kind of strikes me as strange. I don’t think I ever would’ve ruled that way before.
Yeah, 3.5e was filled with all kinds of rules oddities that are forgotten now. For example did you know that there is a rule that distinguishes between the difficulty of tumbling across even vs. uneven cobblestones?
I was going to say the same. These are exactly the type of changes you saw from 3 to 3.5.
3.5 removed tons of flavor from D&D spells and also hyped tactical combat through the roof.
It took me years to realize that original 3e was the better version of the game.
This is one reason I am not moving to 5.5.
And over here 3.0e is the only main version of the game I've never played (aside from some variants of Basic). I really should go dive into it some time. After all, it has a proper version of the Command spell so it passes my D&D litmus test

. But then I also have the Conan RPG (2nd edition, which did wonderful things to the magic system) as my "d20 but without the suck" game. If I was less lazy I'd go through 5e and d20 Conanize it, as that game had such a beautiful magic system. Shame it's out of print now.
The digital push may certainly have something to do with it, but also as I have been cobbling together by own 5E Vanity Frankenstein ruleset and working on tying the rules and features to the lore and style of the setting, I have come to realize that WotC is trying to do the opposite of this - giving generic sans flavor specific rules for those kinds of things because they have no way of knowing what the setting and specific style will be at any given table.
I am not saying that I agree with this or that it even works as an approach (I prefer an opinionated game) but at least it makes it easier to tweak and tie stuff to my own setting/style preference without the baggage of so-called canonical flavor.
I also don't trust WotC to come up with some stuff I'd consider more fun (like open-ended command) but I don't need to, between homebrewing and 3PP stuff I have my pick of stuff, and I don't have to worry about what the "official" books say - that is just one flavor of "generic" D&D - what we play at the table is what matters.
Huh, I didn't think of things in this way. Yeah, making things more and more generic makes sense from WotC's perspective and is less nefarious than "they want to make everything as app-compatible as possible." It's still moving things in the same direction though, towards blandness.
So, no flavor then.
My experience is that just defining it as rules means that most people will only think of it as rules and not add their own flavor.
Yup, in my experience people tend to not care about things that don't matter. If the flavor is just "make up anything you want that has X mechanical effect" then they won't make up much, but if the flavor is deeply intertwined with the rules then they'll care about the flavor more.
Actually thats almost certainly it.
You cannot code 'you can command it to do anything' into a game with an AI DM.
I certainly hope not. An edition of D&D that an AI can DM would make me very sad. And I tend to like AI a lot more than most people...
This whole discussion is not easy for me.
I really had so much fun in the freewheeling AD&D days. When the DM made a call it seemed legit and reasonable because I play games with people I like and trust.
And yet, I really do like some guidelines and parameters. I have a history of enjoying strategy games, afterall.
I have struggled with 5eskills at times…
But the danger of codifying every little thing to the point of “other options not considered” will move a game from wide open rpg to battletech or axis and allies.
This is only one spell; I really want to get my hands on a book so I can see the totality!
There are other changes in the same vein as Command, you can see this especially clearly with the various summon spells where they are not longer actually creatures being summoned with their own statblocks, but rather mobile AoEs with no HPs, AC, etc. etc. Now the 5e summon spells were often overpowered and in need of a nerf, but now instead we have summon spells that don't summon any critters AND are still overpowered. At least druid wildshape was preserved and not turned into a set of bland one size fits all templates.
But overall the number of things like Command getting gutted in 5.5e are relatively small. 5.5e just isn't that different from 5e and most of the important differences are class buffs. But there are several changes that go in the direction of locking things down more, stripping out flavor, and making things more about rules than rulings and nothing (that I can recall) going the other way. So this seems to be the general direction of D&D going forward.
Codification I want is more like examples and benchmarks that help the GM to extrapolate consistently, not exhaustive and limited lists of all possible things.
Yup, which is exactly why I picked out Command as an example, as the 5.5e version of it is precisely an "exhaustive and limited list of all possible things."