I’ve been playing through many IFComp games from past years, and games from the IFDB top 100. I’ve noticed some general patterns that surprised me. I posted this on Euphoria chat, but I wanted to post it here too so I could access it later.
So here is my final conclusion on what makes a game do well in IFComp and IFDB ratings (such as IFDB top 100). There are three major factors. Some of this will be pretty obvious and vague.
What makes games get high scores?
The game should not be buggy
Buggy games plummet to the bottom of the list. For large complex games, there seems to be forgiveness for a few small bugs. Unimplemented items that should be implemented and typos count as well.
The game needs to seem and be substantial
Substantial games can be quantified as needing around 100 or more moves to fully complete. This has to be communicated to the player. So games where the size of the game is not obvious suffer. The Play and Midnight Swordfight clearly indicate that there are multiple endings. Six Stories (coming in 3rd in IFComp one year) was an anomaly, but contains six large stories, making it substantial in amount of text.
The game needs not to frustrate the player
Games with tedious elements such as slow typing, very repetitive actions, etc. tend to place lower (foraging for food or trying to raise money doing the same thing over and over again.). Also, top games always indicate a path forward for the player, something to try next. Long web-based games without save functions get docked.
If anyone would like examples and/or statistics, let me know. I’d be interested in seeing counterexamples or contrasting opinions (some of this has already been changed a bit based on feedback from Chris Klimas).