While it certainly doesn't have the depth of gameplay that Infocom text adventures have, I think it will come closer than any graphic adventure ever has. For someone of similar inclination, I would think it would be a rewarding and challenging proposition. In all honesty, I have more fire in the belly for this sort of thing than I do for IF at this time. This is not to say that I haven't mused about doing another IF game, but I'm really not sure that the time is right. Or at least I'd try.
Infinite loops are for computers.
If I had all the time and money to indulge whatever whim I fancied, I'd be lying on the beach in Tahiti reading through my backlog of about five million books while scantily dressed native women brought me a never-ending supply of rum punch. But seriously, I don't think I'd write text adventures, because I don't think there's much of a market for them anymore, and even aside from financial considerations I want lots and lots of people to play my games. I would just try to create a graphic adventure which allowed the player to do as many different things as the Infocom text games allowed. Just as an aside from this interview with Dave, Marc and Steve, I thought it would be nice to end off with some brief comments from Stu Galley and Liz Cyr-Jones. Stu wrote Witness, Seastalker and Moonmist for Infocom while Liz was primarily the manager of the testing group.