I have to agree what everyone has already said (including what severedhand said about me researching games).
But here’s one nice thing: most people haven’t played most of those great games you’re thinking about. It wouldn’t surprise me if most people on this forum have only played 20 IF games or less, maybe even less than 10; while there’s an ‘old guard’ that has stayed around for decades, most people think IF is something neat, try it out, enter a comp or two, then move on to other interests.
So, there’s a chance that someone will play your game and think it’s the greatest thing they’ve ever played! I’ve seen it happen with a lot of other games that I personally wouldn’t have found spectacular: somebody picks it up and says, ‘Yes, this is what I love, this is my precious.’ And I think that’s beautiful. There’s lots of games I love that I think others may find silly.
Also, the ‘first game as instant classic’ is rare and a bit over-rated. Some authors hide games that they aren’t proud of, so what looks like a first game really isn’t. Sometimes they have earlier games but no one remembers them (like Andrew Plotkin’s Infidel parody or Emily Short’s short camera/fire simulation game). Others already have extensive experience with computer programming, game design or novel writing. And others (including me) rely heavily on the experience of others. Here’s one thing the author of Violet said about the creation process:
Jeremy: Everybody who gives advice about writing IF emphasizes the importance of beta-testing. As Jenni put it in her recap, “If I were going to sum up this year’s competition in a single word, that one word would be “get some [bother]ing betatesters.” Yet what maybe doesn’t get emphasized enough is the importance of iterative beta-testing. Violet went through ten rounds of other people playing it: two with my Special Australian Alpha Tester, and then eight rounds of beta with fourteen other testers. Every round, Violet got better.
Curses was the same way; the original game didn’t include as many areas as it does now, and it got refined over time. I like to get a lot of help from testers, too. My largest game credits 50 different people who helped with the game.
So if you think “I can’t create an amazing game all by myself in a short timeframe with no prior experience!” then you’re probably right, but neither could any of those people.
Except maybe Michael Gentry with Anchorhead. I was trying to find some way to see if he get help or had earlier games or had some other big advantage over others, but it seems like he really was just built different after reading this interview.