There is nothing mysterious about it, and differences between text adventures, point-&-click adventures, and 3D RPGs are not existent at that level. You are in fact right with your assumption about the versatileness of the chose approach. However, there are some details of interest.
The world state is the overall value of all variables that define each and every dynamic aspect of the world; e.g. whether a door is locked, whether a gate is open, whether a NPC is dead, whether a quest is solved, but also non-boolean aspects like how many gold coins are at a given place, the room number where the PC currently is, and so on. The word state can exist distributed, but saving and restoring a game is much easier if it is concentrated instead. If the gameplay is hardcoded, then the world state may be an object with a variable for each aspect. If it is data driven, then it may be a map (i.e. string key to value object).
The values of the world state have a type like boolean or integer, a name (either the hardcoded variable name or the string key), but they have no explicit semantic. Instead, the semantic is given by the use. If the action "open the door" has a condition that checks a boolean state variable and denies opening the door if the variable state is false, then the variable has the meaning of "the door being locked/unlocked". If the guarding condition of the action resolves to true, then the action can taken place. In this case, the action alters the state of a boolean variable with the meaning of "the door is open". Notice that actions have a pre-condition (of arbitrary complexity) and an outcome. The pre-conditions checks a part of the world state by comparison to a needed state, and the outcome alters a part of the world state.
You may use a kind of planning. For example, the action "go through door" has a pre-condition that requires the door to be open. Let's say the door is closed at the moment. The game may reject the action with the comment "the door is required to be open". So the player issues an "open the door" action. Well, that action is guarded by a pre-condition that requires the door to be unlocked. Let's say it is locked. So the game rejects the action with the comment "the door need to be unlocked first". This can be continued by the need of having a key in the hand and the need of the key matching the keyhole. However, the game may also have some automatisms that beware the player from such micro-management. This is where planning comes into play.
Let's say that there is a pool of pre-defined automatic actions. The player issues the aforementioned "go through door" action. The game determines that it is not possible. So it first looks into its pool of automatic actions and looks for an action with an outcome that would alter the game state so that the issued action is possible. It finds the automatic "open door" action that would do. However, the pre-condition of that automatic actions requires an unlocking, so the game again searches the automatic actions for one, this time one with an outcome that would generate the "door is unlocked" world state. Only if the game could not find a sequence of actions that in its entirety would do, it rejects the originally issued action and give a comment (usually based on how far the search for automatic actions was successful).
Now something else: For a one man team, a one game goal, and the demand of getting the game done, it is mainly okay to do things like the above hard-coded. A more flexible way would be to implement a data driven approach. This has the following advantages: It separates programming and designing the game a bit, so it is easier some people to work on the engine and others to work on the game content. It allows further to use the game engine (with some modifications) also for the next game of the same kind. But is is definitely a harder job for the programmer to get things right, because it is another level of abstraction. But I wanted to mention it here.