Erm, why do you keep calling it a mis-fact if it’s already proven to be a fact? And incidently, Danni gave examples of later Infocom games, but if you look at the package from Deadline, it already uses the term. It was part of their sales pitch, on the back of any package. It was also part of their attempt to bring an extra dimension to adventure games, which is easily seen by comparing Deadline (or Starcross, both being '82 titles) to the rest of the IF of the period, mostly Scott Addamses which represented the staple in the genre that Infocom was trying to add to.
But anyway. I was going to say a lot of stuff, but Jim beat me to it. I can only add that what you can try to do is adapt the concept from some static fiction story and start developing it as IF. Then, as you develop, you’ll surely realise that the interactivity brings new possibilities that you simply wouldn’t get if you just tried to port SF (static fiction) to IF. Similarly, if you did try to do a straight port, you’ll run into a lot of difficulties - what’s happening in this scene? Exposition and internal monologue. Try to port THAT straight into IF and you’ll end up with boring screens of text, more likely than not.
Here’s a forinstance. When I was interested in making games (now I’m just interested in making them) I got my girlfriend to write up a story (I like her stories) I could adapt into IF. I knew it could be done if I were to adapt it to the conventions of IF - the need for continual action, having the player trigger the narrative, hinting towards a certain action, disallowing others. I knew it would be a linear game, but since it was so story-driven, it was a deliberate attempt to use the interaction in IF solely for greater immeresion, and not for puzzles or for branching the story. She gave me a .doc file. From that file I selected room descriptions, object descriptions, actions; I chose rooms, I envisioned connecting rooms, I made a mental map. I came up with ways to encourage the player to take the actions I WANTED him to take, but I damned well filled that room with all the things that WEREN’t necessary for the story at the moment YET, but were physically there for the player and had to be dealt with.
She cursed a lot at me, because she still wanted to write all the text (which she did with my blessing) and found she had to write replies to “take wind” and “kiss me” and “attack cliffs”. 
Anyway - long-winded post, ended up with little substance apart from a personal experience. Sorry about that, hope it’s in any way useful.