I don’t play a lot of IF but one thing that has turned me off a bit from a couple of the games I’ve tried is the lack of a tutorial in a general sense. Which isn’t to say IF games should have a mandatory tutorial level or make all of it’s verbs explicit, but instead that the game should be designed in a way that naturally introduces the player to the mechanics of the game. I recently watched this GDC talks on tutorials that I found really helpful in this regard. Obviously what this looks like specifically will vary widly between games, not only in what mechanics or verbs need to be introduced, but also what the best way to implement them naturally is.
Generally speaking some designs I’ve seen (some done by IF games some by non-IF games) that I think are helpful are, the slow introduction of mechanics, telegraphing mechanics to the player before they need them, and building upon things the player is already familiar with. I forget if it was this talk or another which talks about the mechanical introductions of portal but I think that game is a great example of slowly introducing mechanics (and really most puzzle games are) where the player starts with one thing to learn (the first portal gun) before introducing other mechanics (the second portal gun, companion cubes, gels etc) so while the game ends up with a lot of mechanical depth it isn’t overwhelming to the player because it is introduced over time.
Similarly building off pre-existing mechanics allows for the player to easily understand new complexities in the game, with portal for example once the player needs to understand how velocity is kept through portals they already have a solid grasp on how the portals themselves work making it easy for the player to grasp.
A great way for introducing mechanics though, without outright telling the player what verbs they can and cannot use (which can be spoilerlry or just boring) is telegraphing them to the player either through the environment or npcs. In the GDC talk the presenter talks a lot about this in the form of Half Life 2 where the player learns how to fight certain monsters, and use certain guns not by telling them directly but by world design, such as having a room with several monsters that have had their limbs cut off to demonstrate how the player should go about fighting that kind of monster, which is introduced right after.
One IF game I tried playing because I had heard a lot of good things about it was Varicella and I quickly found myself completely lost on what to do, not only was I not familiar with any of the mechanics of the game specifically since there wasn’t any real introduction on what to do that I saw, but this was also one of the first parser IF games I’d played so I wasn’t familiar with the general convention of the medium either. To use this game as an example it may have been more helpful for me to be introduced into how one was supposed to go about intrigue and plotting by seeing other characters doing it early on. What this would look like specifically, and what would work best for the game is hard for me to say but something that just immediatly comes to mind would be overhearing two characters discussing the recent king’s death and their own plots/thoughts on the situation or other topics the player should be asking npc’s about to give me an idea of what sorts of things I should be thinking about while playing the game.
There’s definitely a fine line between helping introduce a player and hold handing or even railroading too much. And again it depends a lot on the game. I’m not sure if my suggestion would make Varicella more enjoyable for me, or if it’d diminish from the game in some way. But I think it’s atleast something to keep in mind when designing a game as the player and the author often have very different interactions with it (especially since the author already knows everything that’s implemented in the game), so it can be important to think of the game from the perspective of someone coming in with no knowledge whatsoever while still being fun for players who already have an idea of what their doing.
As for text, as other people have mentioned I don’t think the ammount of text is that important to whather someone plays it, but instead it’s about how that text is utilized and given to the player. Another video I recently watched was Reading in Video Games (and why I barely do it) which while focusing on non-IF games I think demonstrates a lot of problems people make with text in games, even in text based games. A large problem which is demonstrated by the failure of text entries or even audio logs for a lot of players is that the text isn’t well integrated into the gameplay, the player often has to stop what their doing to read or listen to these entries.
A better aproach in this regard then is to make the text engaging, not just making it interesting but as a part of the gameplay. Some examples of this would be things like, in a mystery where reading room descriptions is important since things may change and provide clues, in an action game reading what the opponent is doing could be important to deciding the right action the player has to take (such as attack defend or parry), or in through dialogue a player may learn information they can use to influence other people.
Kind of tied into this point is avoiding long exposition/world building at the begging of the game. It’s important that the player both has a context for the information and use for it. I remember recently playing a fantasy IF game which dropped a lot of world building info before introducing the main conflict where someone may have been poisoned or magically harmed by another nation. In this game if the conflict had been introduced first, and then the player had to learn about these two nations to determine which they thought was more likely would have worked much better while still conveying similar amounts of information in the same amount of time.
As others have mentioned breaking up text can also be helpful. The video on reading in games talks about how this is done in Outer Wilds, Disco Elysium is another good example of this. I think this may be partially true for younger audiences that they are used to text in shorter bits (such as Disco Elysiums inspiration from Twitter) but I think more important is pacing and efficiency with words. While very descriptive text can have it’s place it can often be a lot more elegant to leave some holes for the player to fill in, and short text can help engage the player by having them fill these holes.