The alphabet is a construct of fragmented bits and parts which have no semantic meaning in themselves, and which must be strung together in a line, bead-like, and in a prescribed order. Its use fostered and encouraged the habit of perceiving all environment in visual and spatial terms—particularly in terms of a space and of a time that are uniform, c,o,n,t,i,n,u,o,u,s and c-o-n-n-e-c-t-e-d.
Interactive fiction relies on a Christian-influenced, Western European-centric sense of space. Grid-like, organized, navigable. Mappable. In a word, knowable.
Occasionally, to evoke the irrational, the unmappable, the unknowable, interactive fiction employs mazes. The connection of these textual mazes to the labyrinthine Middle Eastern bazaar that appears in, say Raiders of the Lost Ark, is unacknowledged and usually unintentional.
We cannot truly understand the role that mazes play vis-à-vis the usual Cartesian grid in interactive fiction unless we also understand the interplay between these dissimilar ways of organizing spaces in real life, which are bound up in social, cultural, and historical conflict. In particular, the West has valorized the rigid grid while looking with disdain upon organic irregularity.