The discussion here reminded me of the "Cruelty Scale" (https://www.ifwiki.org/Cruelty_scale) It was originally created specifically in relation to text adventure games, but seems appropriate to a broader range of game types.
The rankings are based on criteria like how far the game lets you go after making a get-stuck choice before you realize you're stuck, and whether that realization comes with clear information about what the wrong choice was.
The rankings are based on criteria like how far the game lets you go after making a get-stuck choice before you realize you're stuck, and whether that realization comes with clear information about what the wrong choice was.