Commercial interactive fiction practically disappeared by 1989 with the demise of Infocom. In retrospect, it was probably good for the new medium. Let’s see why.
See also the first part describing the beginnings and the commercial era.
Amateur programmers were trying their hands at producing text adventures of their own already during the commercial era. Writing a game from scratch in a general-purpose programming language is a daunting task though, with most of the effort spent on the ‘backbones.’ Soon, specialized authoring systems started to appear, and the online services (and later Internet) allowed enthusiasts to connect with each other.