Just to make sure we're talking about the same thing, "IF" as I understand it, is purely text driven - generally written in TADS or Inform, though some people still "roll their own," or use some of the less popular languages, like Hugo. Grim Fandango, by contrast, is an adventure game, but not Interactive Fiction. The first adventure games were text-based, and would probably still be considered IF (though "bad" IF) by most of the community... but more recently, adventure games and IF have gone their separate ways. If you're interested in trying out some IF, I personally prefer Inform (Z-code) games to TADS. Inform is a pretty neat language, and the parser is great. As opposed to early text games, which were basically limited to commands like "kill dwarf," modern Inform games can understand stuff like "give the envelope to Peter and tell him to open it," (although, realistically, an experienced user would be more likely to do "give envelope to peter" and then "peter, open envelope," as it involves less typing, and lets you make sure the give command was successful before trying to issue peter an order). In its latest incarnation, they've given the option to write the program itself in a similarly English-like way... e.g. "Martha is a woman in the Vineyard," instead of something like "var marthaerson = new Person("Martha","female"); martha.location = vineyard;" Anyway, to play some IF titles, check out Baf's Guide to the Interactive Fiction Archive. Some of my recommendations: Curses is often considered to be the turning point in IF history. Graham Nelson wrote the Z-Code interpreter to replicate and expand on the old Infocom-style text adventures, and Curses is the game he made to showcase its features. It's a really great game both for the story and the puzzles. Tryst of Fate is my kind of game. Funny, cute, and full of puzzles. It's not a famous game by any means, but it's one of the few modern IF titles that I actually played for more than a couple of hours before either giving up or finishing it. For a Change is quite experimental, but surprisingly enjoyable. It does have puzzles, but is set in a weird world and the puzzles generally involve figuring out the rules and skewed logic of this place. Notable for the first text you see upon loading the game: "The sun is gone. It must be brought. You have a rock." Galatea and Aisle are examples of how experimental and "not game-like" the medium has become. If you're curious, my game is called The Pickpocket. As stated earlier, it's weak as a story, but I think most of the puzzles are fair and not too "obtuse."