I look for a couple different things in my games, including IF. Puzzles and challenges th be great, especially when presented with panache or humor. Dual Transform was awesome, and I can enjoy puzzlefests like Raising the Flag on Mount Yo Momma and The People’s Revolutionary Text Adventure Game too.
But I’m not great at puzzles, I don’t find it too rewarding to be flat stuck because I haven’t figured something out, and anyway it seems to me that the real potential of IF lies in story and the like. My favorite kind of puzzle/challenge relies on systems in a way that aren’t best presented in IF (logic puzzley things and roguelikelikes). IF is prose and can play to prose’s strengths. And even in non-IF games I don’t need crazy twitch challenges if there’s an engaging story. Small Worlds is the best thing ever, and making the jumps hard wouldn’t improve it; and Alphaland, Fathom, The Day, and A Single Word in Her Beautiful Calligraphy are all good games that are made by their story, not by challenging gameplay.
I like that in IF too; if the story is engaging and the interaction suits the story, I don’t need to spend fifteen minutes worrying about how to untie myself from this chair. In fact, that tends to detract from my immersion. (Ditto for non-IF games; I still don’t know what the normal ending for Cave Story is like.) And yes, there’s interaction. Photopia has interaction, East Grove Hills has interaction, Rameses has interaction, even Constraints has interaction. An IF without interaction wouldn’t be a failed novel, it’d be a novel. (Or this.)
So, hooray for stories. They should have a reason to be IF – make me move through the stories, and show me how to do it – but no need to get me stuck. Galatea, Best of Three, All Roads, the first half of Rover’s Day Out (before the puzzles that made it seem as though I should’ve been reading the status line the whole time), The Baron, those all worked for me without getting me stuck. I recently went back and played Blue Chairs and The Act of Misdirection, and they were great; and when the About text of Anchorhead said “It isn’t meant to be puzzle-intensive, and what puzzles there are aren’t meant to be difficult,” that made me happy.
(BTW, katz, if you haven’t played Blue Chairs you should.)