Thought I'd go ahead and bring up some ADRIFT games I played recently, both by an author named Heal Butcher, and see if anyone can provide thoughts on two particular design-based themes in this author's work. The games involved are 1)
The Wheels Must Turn and 2)
Silk Noil. Both were written in 2001.
From what I can tell, the two salient features of each happen to be their peculiar diction and (throughout in Wheels, from the ending in Silk) lack of player agency. Personally, I did feel some satisfaction in reading through each, as they demonstrate unique world-building and drip with atmosphere & tone-- perhaps this author intended to use lack of agency to reinforce the themes in their fiction? In light of these works-- and any others which might usefully come to the discussion-- I wonder if it is the opinion of the forum that this justifies their presentation in the form of *interactive* fiction or, indeed, whether such justification need be sought at all.