Interactive Fiction
Interactive fiction is a genre of games that is both very niche and very widespread. In theory, any game that focuses on fiction rather than gaming is interactive fiction. In practice, most games that identify themselves as IF belong to a few specific styles of text-based game.
Parser fiction
This is one of the oldest forms of gaming itself. In the early days of computing, all computers could only be used through text commands, similar to the command line you've been using to interact with git. Parser games grew out of this environment, and have the player type in commands that decide their actions. These commands range from simple "go north" commands to more complex "throw the pencil at the zebra"-style commands. In most of those games, the commands are hard-coded, meaning predefined in the game, similar to how a coding language has predefined commands. Because this genre has existed since before a time where full language parsing was even as much as a pipe dream and most of it is made by singular people with insignificant budgets, the genre generally doesn't bother with language parsing, and has evolved paradigms that would not really profit from it either. There have been attempts though, most notably AI Dungeon 2.
The first game of this type was Adventure which I don't really recommend as your first dip into the genre, but I do recommend you press the "Play On-line" button on the top right, type in "help" and read the "historical preface" to it.
A game I do recommend you play is one with a hopefully not too relatable premise: Violet, in which you are a student going to increasingly ridiculous lengths to create a distraction-free office so he can finally write his paper.
Creation tool: Inform 7
Choice-based Fiction
This is the more common and more accessible form of interactive fiction. The name says it all: You make choices by picking from a set of choices. This form of digital interactive fiction takes its root from Choose Your Own Adventure books, in which you would influence the action with "turn to page x to do y"-style interaction. Luckily such archaic things as turning a page are no longer required in the digital age. Choice-based IF can seem very limiting compared to parser fiction, but the presence of choices can be used to express a variety of things.
In Turandot for instance, the choices are used to imply a characters has several simultaneous thoughts, with the choice deciding which one of those thoughts to blurt out at the princess trying to kill you.
In Depression Quest, showing disabled choices is used to mimic the effects of depression.
Creation tool: Choicescript
Hypertext Interactive Fiction
The final category of interactive fiction is also the youngest one. Inspired by the interaction modes of the internet, Hypertext games use hyperlinks to navigate and branch the story. This is a very versatile form of interaction. If you've read an online news article, you likely stumbled upon articles that directly hyperlink to sources and other things of interest. This is something that Twine games use as well.
Hybrid forms
Of course all of these different forms can be combined, and other modes of interaction can be added. Like all interactive fiction before, let yourself be inspired by the medium you write interactive fiction for. How can input fields be used in interactive fiction? Checkboxes? Audio players?
You may also want to consider Lives in Transit and its creation tool, Marugoto within that framework.