I was the person who donated the $100 special prize for parser-based games. I’m rather shocked by some of the content of this thread so wanted to say a few words about my motivation for doing so.
I was introduced to IF in the 90s, long after Infocom but in the “Silver Age” of parser-based masterpieces like Spider and Web, Christminster, Anchorhead, So Far, Curses, the Mulldoon games, etc. There has been some fantastic work since then, including by authors in this thread, but I still consider these early classics to be the pinnacle of the Art. And I admit this may be largely due to nostalgia on my part, rather than any objective or even articulable notion of quality – the games certainly had their issues, including frustrations with the parser and unfair puzzles.
Unless they are superbly executed, I don’t enjoy the “analyzing the human condition”-type games nearly as much as I do the classic crawl or puzzler. I want the awe of exploring more rooms of the mansion, deeper areas of the secret government base, of slowly discovering my way around alien worlds and learning its rules. I want the rush of that “aha!” moment when I finally solve a puzzle that has been barring my progress (Spider and Web still has my vote for best puzzle of all time). I want the slow buildup of tension as I slowly learn more about my past, about the history of the place I’m exploring, and realize that my actions will have import far beyond what I was expecting.
And while it’s true that one shouldn’t confuse the genre with the medium, I’ve observed that parser-based games are more likely to be the kind that I enjoy, rather than CYOA-type games (but this is not universally true; I very much liked Solarium in the last comp, for instance). There are still people making high-quality parser-based games of the type I enjoy; Jon Ingold’s “Make it Good” and Emily Short’s “Counterfeit Monkey” are two recent(ish) examples. On the whole, though, I feel that building parser-based games, especially of the puzzle- and exploration-heavy genre that I enjoy, is becoming a dying art, and I offered the prize in the hopes that it might show some people who might otherwise sit out the comp that these kinds of games are still appreciated, and encourage them to take another crack at creating one. It wasn’t intended to antagonize authors of CYOA games, and I’m in no way in favor of excluding CYOA from the comp or rating them all 1.
[Finally, I want to thank Emily for clarifying the situation that I did indeed find bewildering: aversion to choice-based games somehow being tied misogyny. It goes without saying that increasing the diversity of people creating IF benefits everyone. That said, I come to the IF community to find the kinds of games I enjoy to play, and I want to encourage people to make more of these kind of games. If women are making games I enjoy, that’s awesome. It they’re making games I don’t enjoy, there’s nothing wrong with that and they shouldn’t be excluded from the IF comp or the community – but there’s also nothing wrong or misogynistic about me encouraging people (of all genders and identities) to create more parser-based games. I won’t dwell on this point, but for what it’s worth I was taken aback by the comments early in this thread, and found the suggestion that my disliking CYOA games somehow reflects my prejudice or sexism a bit disgusting.]