They called it ‘interactive fiction,’ and it was absolutely interactive fiction. You read the text, and you took actions, and your actions influenced the games. And one of these games, Zork III, I played with my friend Chad, in like the sixth grade. We started in sixth grade and we played that game for two years before we solved it. … It was pre-internet. It was vastly pre-internet. We had no answers and no way to get them. … When I talk to the brilliant people in my generation — people doing things, telling stories, making things, they played Infocom games. Neil Gaiman played Infocom games, Terry Pratchett played Infocom games, Felicia Day played Infocom games, and they were all frustrated, and they all spent months trying to get the frickin’ Babel Fish in Hitchhiker’s Guide to the Galaxy. And now it’s virtually impossible to write a game that successfully provides challenge and frustration, and that’s a shame. We are going to lose something that makes scientists, that makes doers, that makes hard-minded, witty, clever people, and I worry that those people aren’t being made these days.