A typical IF quality may be granular terseness. Emily Short already mentioned a (a specific kind of) narrative terseness, but good IF expands that.
- Spatial terseness: there should be no “unnecessary” rooms - each room must have a good excuse for existing, and if the same effect can be achieved using fewer rooms, that is generally better.
- Temporal terseness: the game ought not to require micromanagement beyond the level the story requires. This is what we were talking about above.
- Material terseness: There ought not to be more objects and details than the story requires.
An important qualifier here is the “than required”, of course. Einstein’s famous quip about simpliciry is valid here too. “A wood. You see: painting. Exits: east, up.” - is not the ideal to strive after.
Of course this goes together with narrative terseness: a good choice of props can be smaller if they are well-described, and a description can be shorter in the presence of one or two ‘telling’ objects. With the correct prose, a temporal jump may still feel like a long stretch of time - et cetera.
(I am quite aware Emily and others have already written about these qualities; all I am doing here is trying to outline a general IF-theoretical framework. Of course the terseness criterion spreads all over art, and is identical to the novelty criterion. Repetition can set a background that allows orientation (the very fact of having room after room in IF, a repeating pattern in a decoration, the beat of music), but given that background repetition, whether it is within one work of art or between works of art, needs a strong justification. The first IF maze or find-the-key puzzle was great; the 100th a turn-off. My remarks above about macro-learning address the same issue: making the game more terse without degrading the story by removing repetition.)