Yeah, this is pretty tricky. I tend to reserve 1 and 2 stars for things I think are not worth play or severely flawed in their present state, but the 3-5 range is vastly complicated.
The games I admire most are the ones that are both well-executed and trying to do something I think is worthwhile (where “worthwhile” might mean telling an awesome story, having something valuable to communicate about the human condition, breaking new ground in what the medium can do, presenting a really cool puzzle mechanic, et al). For very different reasons, I would consider “maybe make some change,” “Make It Good,” “The Baron,” “Patanoir,” and “Apocolocyntosis” all to be worthwhile in this sense, though I don’t think them all equally well crafted. And they’re pretty hard to compare to one another meaningfully at all, really.
While in theory I would like to have a system that graded craft and worthwhile-ness distinctly, rolling both into a single number is really hard. So sometimes I find myself giving 5s to games with gaping flaws because they’ve nonetheless got so much going for them, and sometimes I give a 4 to something that I thought was really solidly constructed but just not that significant; and sometimes it goes the other way and I penalize something conceptually awesome for its lack of craft followthrough. It’s really hard to be rigorous about this, so I just have to hope it will all come out in the wash.
To complicate matters, I find in practice that I’m sometimes harsher on really good games than on fairly good ones. The only way I can explain this effect is to say that once a game passes a certain quality level, I am mentally rating it against all other awesome IF, rather than average-quality-this-year.
So, for instance, I gave a 4 to Blue Lacuna, which on one level is absurdly unfair because it is bigger, braver, more polished and generally more amazing than the vast majority of IF. On the other hand, there are things about the writing that I wish had seen a stronger edit; I think a lot of the potential of Progue is often unclear to the player on a single playthrough, and the game is long enough to discourage numerous playthroughs; there were all kinds of pacing problems in the midgame; and the piece as a whole had massive stretch marks from having grown so much during production. It could have been better at being what it was trying to be (though I’m not sure that could have happened without killing Aaron – he’d put enough time in on the thing already, for sure). I totally understand how that can happen to a big project – it’s happened to some of mine – so I’m all sympathy, but still. There’s a lack of consistent vision, a lack of unity, that makes it a 4 when it’s lined up with other great IF.
Finally there’s the “spark of life” quality, which is not the same thing as being worthwhile, and is very very hard indeed to describe. But in essence, I find that there are some games that grab me with their creative spark, with the sense that the author was having fun or speaking from a place of true feeling. Sometimes goofy, pointless, badly made speed-IF has the spark of life; sometimes epic games three years in the making don’t. If it’s not there, I find the game a tiresome chore to play, no matter how carefully crafted it might be. But I also feel like it’s not that useful to write a review saying so, because the complaint is so nebulous and also feels like I’m attacking the author directly as a creative person. But no spark, no 5, that’s for sure.