I would say the golden age of IF was the eighties. Not because games were better back then, but because those games are both foundational as well as nostalgic. This, I think, is the way the golden age of comics works, and I’ve always been satisfied with that characterization.
So far as foundational works go, I write a lot about Infocom games in terms of their textual content. This means I value some games more than other people do, and vice versa. These are the Infocom games I would recommend playing. I recognize that player tolerance for puzzle difficulty will vary. In my opinion, it’s better to see the games with hints than it is to skip them outright. The original Invisiclues are easy to find; use those (and their maps) instead of a walkthrough. For the trilogies, take long breaks between games if you like. I can see Zork being especially exhausting back-to-back.
The Zork Trilogy is instructive in a lot of ways. For one thing, we get to see Infocom evolve from collaborative development to its auteur development model. We still see the influence of that model’s formation today. It’s likewise an opportunity to consider a trajectory that includes growing narrative sophistication as well as increasingly atmospheric text and worldbuilding.
Deadline requires both a spatial and temporal map to navigate. This was very innovative at the time, both for its rather extensive (for the time) conversational text as well as for its genre (locked room whodunnit). The kind of clockwork implemented in Deadline is largely gone from IF, but lots of video games have picked up the slack with day and night cycles and scheduled events/encounters (Breath of the Wild is only one example).
The Enchanter Trilogy has a very satisfying system of magic, and its influence can still be felt today. While my game is not a traditional puzzler, Enchanter heavily influenced the design of its central mechanic. Both Enchanter and Spellbreaker have interesting and cohesive game worlds. Sorcerer, while still enjoyable, never reaches the heights of those games. Still, it’s good to play them all.
I may well be the person who has written the most about A Mind Forvever Voyaging: twelve posts in total. I hope you enjoy it as much as I did! It abandons the Zorkian, thing-centered model of play to focus on qualities, events, and exploration for its own sake.
If AMFV abandons the Zorkian model of play, Trinity perfects it. For the rest of the 80s, Trinity would be the highest expression of the puzzle-heavy exploration game.
Plundered Hearts is the most narrative-focused Infocom game, and it feels quite modern at times.
If you still want more… Note that I consider all of these games worthwhile, but I recognize that there are many non-Infocom games to play.
Suspended
Infidel
Wishbringer
Planetfall (some would say it belongs on the list above, which is fine by me)
Ballyhoo
Hitchhiker’s Guide to the Galaxy (arguably could be moved up due to its novel use of modular design)
Keep us updated on your journey!