(re: Why’d you stop making text-based games?) We stopped using the text parser for a few reasons:
It seemed like a good idea .. Infocom had a better parser than us, and it was easier to compete by switching the focus rather than take them head on.
I liked to try new things. Phantasmagoria was something new (live actors). KQ8 was an experiment with using 3d. Not all experiments worked, but that’s what I liked about Sierra. We were willing to live dangerously.
Our games started selling internationally. It was easier to make text OUTPUT international, than text INPUT