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.
The goal is to decentralize your own knowledge and experiences. Spread your ideas around the world, let them hit the world, let them to transform and evolute, while transforming the world too. An idea that only remains within you is destined to die, an idea that breaks the barriers of the self will live in each person this idea reaches and in each new idea that is born from its inspiration. Give away your ideas, share your ideas, love your ideas, don't let them die.