I was just thinking, what would be the ideal play-length of a CYS storygame for you? I've noticed that almost no matter the length of a story, there will always be people saying it is too short or too long. For instance, even on some 8/8 length stories I've seen people say 'it was too short' when it was anything but short, or that there was 'too much reading'. But if the length is less than about 5/8 people seem to say there's not enough content (which in many cases is probably true).
Is there a way to please everyone, or is that just how it is, no matter what you write, there'll always be someone complaining? My theory is that, in the case of non-linear games, people only judge the game based on the exact course their playthrough of the game took, and they don't play it again afterwards. So if you had choices early on that could lead to an early End Game to get the player right into the action they are after, they'll be disappointed that so little happened. But if you set the game so they actually experience at least some of the story, they'll complain that they had to read so much and didn't get the fast 'wham bam thank you mam' they were after.
Now I think I have a solution to this...
The Pleaser
This is the story-game that blends into whatever you want it to be. Just how far will you read for that small reward? Will your impulsive actions lead to an early demise? Will your adventure turn graphic or furry? Shall you be distracted by the first good ending you see, or will light have to break at the final stop?
Don't try to resist the Pleaser's imploring for recognition: the Pleaser is watching you, always watching...
Now with customised fight scenes and several random events that will require great wile to avoid.