About a decade later, I discovered interactive fiction. Ditch Day Drifter was one of the first, and I really enjoyed the puzzles and exploration. However, after playing a few titles, I found that I was punished with unsolvable roadblocks if I didn't methodically explore and probe everything, but I was also punished with "I don't understand" and "You can't do that" messages if I experimented too much. And who ever read a story with the sentence "There is a box (empty) here"? Or one that made me type "kaleidoscope" correctly 17 times to read to the end? Or told me there were seats in the car, but when I tried to LOOK UNDER SEATS told me I could see no such thing here, and after I realized I needed to look under one SEAT, said "Which do you mean, the seatbelt, the driver's seat or the passenger's seat?"
I still play IF, of course. But I'm not surprised that few people are attracted to it these days, and are content with the cliched interactivity of video game plots or CYOA books. At least those don't talk weird and interrupt the story all the time...
Recently there's been a lot of talk about attracting new readers to IF, especially given the huge markets of casual readers (print and digital) and casual gamers.
Is the solution to change IF itself? If so, how? Just mention modifying the interface, and IF diehards act like you're going to hack into ifarchive.org and remove the command prompt from every file.
What about some sort of hybrid to bridge readers from CYOA to IF?
Or is there a more fundamental solution? In 1975, the creator of Adventure ingeniously designed around computer processing and memory limitations to create an enjoyable experience. These days we're no longer limited by hardware – our constraints are the tastes and habits of today's readers and players. With the expertise of 35 years since Adventure, can we start from those limitations and create a new enjoyable experience? One that's as fun as reading a book, as familiar as browsing a blog, but as robust as exploring Ditch Day Drifter?