I think there's a viscerally satisfying feeling you get when making something that you just don't get when you're playing someone else's game. 3DMM might have had 1% of the budget of a modern Call of Duty game, but I'll remember the time I spent playing 3DMM substantially more.
You don't need to know how to draw or sketch. Just write. Inform7 it's a logical clause based language, that's it, you just state conditions and the compiler makes your adventure. Inform6 it's object oriented but it's the easiest OOP language ever, you can create a 10x10 "room" size town in minutes and defining the objects can take less than an hour. The logic and debug, well, maybe some days/weeks, but far less than a graphical game.
And the most crazy stuff: after that, you'll game will run under DOS, Amiga, Android, GNU/Linux, BSDs, Windows, IOS, everywhere where a Z-Machine interpreter like frotz exists.
Opening your adventime game on a DOS/Amiga emulator and watching it running in the same way as your desktop PC it's astounding.
When I opened my prototype (In Spanish, thanks to INFSP6 for Inform6) under UAE with Amiga OS 3.1 and Frotz, and later, Frotz for DOS under DOSBox, the feeling was incredible.
That definitely falls within my framework though; I think people sometimes underestimate how much fun creation can be when it's straightforward. It makes me sad that Project Spark for the Xbox One never really took off, since I feel like it followed in the footsteps of RPG Maker for the PS1 or Fighter Maker for the PS2.
I also was a bit saddened when Project Spark got shutdown. It had some great ideas, it just couldn't compete with Minecraft and Microsoft bought Minecraft. I keep wondering why more of Project Spark's good ideas don't show up in Minecraft at this point, though.