A 1996 article in "Next Generation" said Infocom's "games were noted for having more depth than any other adventure games, before or since." Three components proved key to Infocom's success: marketing strategy, rich storytelling and feelies. Whereas most game developers sold their games mainly in software stores, Infocom also distributed their games via bookstores. Infocom's products appealed more to those with expensive computers, such as the Apple Macintosh, IBM PC, and Commodore Amiga. Berez stated that "there is no noticeable correlation between graphics machines and our penetration. There is a high correlation between the price of the machine and our sales ... people who are putting more money into their machines tend to buy more of our software". Since their games were text-based, patrons of bookstores were drawn to the Infocom games as they were already interested in reading. Unlike most computer software, Infocom titles were distributed under a no-returns policy, which allowed them to make money from a single game for a longer period of time.