For instance, lots of early text games required tricky-to-identify commands for technical reasons, like the myriad ways to phrase "use key on door". Mostly, that was just frustrating and accepted because there was nothing better. Hitchhiker's Guide came late enough to parse language somewhat more gracefully, so it replayed that trope as parody by occasionally requiring absurd phrasings for basic commands. "Take aspirin" didn't work, but "get buffered analgesic" (a phrase the game did present to you) did. And then the rest of the time, it went back to fairly normal naming standards so as not to irritate the player.
As a horribly-dated example: Battletoads is infamous as one of the hardest platform games in history, but it was challenging by simply taking the standard play elements of a game like Mario and making them excessively tight and demanding. Syobon Action is also infamously difficult, but its gameplay is (often) relatively forgiving. The challenge comes from suspending normal conventions of games like making threats visible and giving consistent behavior to objects. Putting any one instance of that style in a normal game would be a ridiculous design error, but Syobon is built on escalating that unfairness to the point of humor, and openly demands trial and error as the way to progress.
Thinking about it a little more, this pattern seems to describe an entire class of games, including non-parodies. Dark Souls is famously hard because of sheer mechanical difficulty, certainly. But it's also rife with learnable, low-threat moments like "when you walk up this staircase, a boulder will fall on you from offscreen". They don't alter the overall difficulty too much, but they clearly convey that the game isn't honoring standard design principles about giving the player a "fair chance". In an odd way, it makes later departures like "the illusory wall doesn't have anything marking its location" feel more justified.
Personally I find the appeal of the Infocom games to be fundamentally in their usually very good writing -- it is light years ahead of other text adventures of the time.
I'm sympathetic to arguments that you should be able to--at least in principle--be able to work your way through IF without having to rely on trial and error. Which wasn't the case with a lot of Infocom games.
> Turn on computer
"You turn on the computer, after 3 minutes a glowing green block slowly flashes on the screen in front of you"
> Wait
"You wait a while. A glowing green block slowly flashes on the screen in front of you."
...
I hope you had a mimeographed sheet of paper that would tell you to type "CLOAD VISICALC"
Infocom games played a key role in my learning to be a programmer, sysadmin, hardware geek, network guru, etc. It is all about exploring what these machines can do. I remember poking around Infocom games with a hex editor looking for clues.
I remember getting stuck in an early C64 text adventure and reading the BASIC code to try and find a clue.
[0] https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_th...
The most famous example, I think, is the babel fish machine: it wasn't actually hard, in the sense that each failure told you exactly what you needed to do fix. But it was unfair, because you got one fewer attempt than the number of steps required. The designers basically expected you would roll your eyes, laugh, and try again with that extra knowledge.
(Which is a pretty standard part of punishingly hard games even today, interestingly. Dark Souls is mechanically hard, but it's also full of easily-managed surprises that are mostly present to create a feeling that the implicit rules of fair design aren't in effect.)
I think I beat Zork II before I discovered the Invisiclue book series but either way, "winning" didn't stop me from playing it many more times to see what could happen when I got to that room right near the end with a bunch of exits.
Imagine the game had been easy, fair, and providing guidance, as today's casual games - you'd have played through it in an hour and a half. And for that you had gone to the mall and paid quite a sum!
So, the games were harder, and you had months of fun (for some value of fun...) playing the same thing again and again, until you made progress.
Players put up with it because this hadn't been defined as "bad" yet. The whole field of what games could and could not expect players to do was wide open.
It's a bit like criticizing Georges Méliès's "A Trip to the Moon" for having poor character development and a weak third act. Those expected aspects of film structure hadn't even been invented yet.
Come to think of it, why did we put up with it?? :-)
You're on a barge in a river, and in the distance is something that "looks like a giant naked lady, breasts pointing to the sky".
So you sail down the river towards it, and it gets bigger and bigger over the next ten pages.
And then the river turns, and it fades away, but is still there. So you keep sailing.
"Getting bigger. You must be getting closer now". You keep sailing.
"Sunlight is gleaming on the statue, and it feels so close you could touch it". You keep sailing.
"You turn around another bend in a river, and there's... nothing there. You look around. Nothing. It was all a mirage. And the barge can't go any further."
So you sail all the way back...
The game at least was intentional rather than incompetent.