Yep, that's the one. If you read an interview with the designer Chris Crawford (can't find it at the moment), he mentions that the mechanics/dynamics were inspired by a book/paper called The War Trap by Bruce Bueno de Mesquita (game theorist who wrote some popular books). So a _very_ interesting game. Probably deserves to be revisited/remastered at some point.
> Siboot was never intended to be a game; it’s interactive storytelling. The emphasis is on character interaction, and it already offers interesting dramatic character interaction. But people aren’t looking for interesting dramatic character interaction; they’re looking for the things that make great games: challenge, a smooth learning curve, impressive graphics, catchy little tunes to accompany their play. Above all, a game must be winnable. Yet stories aren’t necessarily about winning and losing; they’re about drama.
> No matter how good Siboot turned out to be, it would not create the splash I had hoped for. It would not go viral and trigger lots of tweets and viral videos on YouTube. It would certainly attract a small comradeship of people who recognize its importance. Everybody else would be unimpressed.
[...]
> it will take centuries for civilization to embrace the concept [of algorithmic thinking]
[...]
> Even worse is in store for us: deep learning AI.
[...]
> You will NEVER see anything like literature coming out of deep learning AI.
[...]
> That will stop us dead in our tracks for a few decades.
But I can understand that the prospect of "genius only acclaimed long after his death" is not particularly attractive...
(Also, I'm not certain that computers able to run interactive fiction are still going to be economically viable in centuries...)