Only because you’re choosing to move the goalposts.
You know, if I draw a stick figure with boobies on it, and it goes without comment, but if my neighbor draws the same stick figures with boobies on it but gets her life ruined because of it, it doesn’t change the amount of effort required to make that stick figure, right?
Okay. I’m saying this because Zoe Quinn isn’t exactly the only woman out there to make interactive fiction. You know that, right? She’s infamous because one person managed to mobilize an angry Internet horde against her. There’s a lesson in that, one that some folks think they can ignore because, hey, our cause is just.
Anyway, Twine is the engine used to create Depression Quest. The thing that makes Twine great is that you don’t have to write any code to make it work, but you can extend and enhance (which is what Quinn and Co. did.) You want to write a game? Write it. There are dozens, maybe hundreds, of game engines out there geared toward indie developers. What, it’s hard? Of course it is, nothing worth doing is easy. Is writing easy?
EDIT: Along those lines: would you like to make a Choose Your Own Adventure, and you have a teensy bit of coding skills? You can write an ePub using Markdown and a teensy bit of Ruby, Python, Perl, Java, or any other language that has an ePub helper library available. I built an “engine” using about a dozen lines of Ruby, most of it just passing parameters to a class. Then you’re left with the hard part: writing it.
But you have the chops to lead a development team toward the next AAA game? Well, you’re not going to be able to go from nothing to leading a team, but once you build your way up, do it.