What IF story would be best for someone with limited time and resources to re-create as a 3D and even VR game? It would have to be under some license such as a Creative Commons license, where derivatives are allowed and preferably a license that allows commercial derivatives.
Before I answer this, I feel I’d be doing a disservice if I didn’t ask why you want to attempt this, and whether you’re sure you’ve thought it through.
Text adventures are good at evocative sense of place (and other events) on a budget; at allowing a huge palette of verbs; at geographical exploration and large game spaces; at (if desired) long play times, sometimes extending over months; at capturing a character’s interiority and viewpoint; at creating a very complicated world state that can offer persistent consequences for the player.
VR is good at intense, 10-20 minute experiences. VR works tend towards limited and simple controls, and require intense asset work for every setting. On many (especially budget) VR systems, they induce the least nausea if the protagonist doesn’t move around that much. Meanwhile, IF levels of world state in VR are a pain, because either that state isn’t visible (in which case, how does the player know?) or it is (in which case, you have to make variations on your assets in order to represent those state changes). Cut scenes and branching narrative outcomes, also cheap(ish) in text, may be very expensive in VR in that they may require animations or additional assets.
Not only that, but any game with a complex parser-based experience is going to be untenable: no one wants to type in VR; you could hook up voice-recognition but it’s likely to multiply the parser errors that are already irritating on the screen ordinarily. There are lots of great one-room IF games, from Rematch to Aisle, that rely heavily on the inventiveness of the player’s input. These would also be a poor match for VR in most instances.
Some similar things are true of 3D games in general, though less so. In a text adventure, you can write a randomized “[The character] is [one of]whistling a jaunty tune[or]staring out the window[or]playing solitaire[at random]” sentence, and you’ve just accomplished something that would take days of idle animation work in 3D.
So that raises the question of what you’re hoping to get by adapting a text game to a very much non-text medium, and whether it wouldn’t make more sense to come up with a new story suited to the affordances of your target medium. The best piece of advice I can offer here is just “don’t do this.” VR is really, really very much its own beast and even 3D console gameplay doesn’t always map at all well to that space.
But, okay. Let’s say that for some reason you don’t want to take the easier route and write a story customized to the storytelling possibilities of VR. What would be the least-awful IF game to port to VR, given minimal development resources?