When I’m looking at a demo, what I really want is enough content to establish the tone, setting, characters, and hook me into the story. As others have mentioned, the milage for how many words that is may vary depending on the author and the complexity of the story they want to tell. I also look for compelling ideas with high stakes, and I don’t really care if they’ve been done a million times before. Every writer is going to have a different voice and put their own twist on it. Anyways, here’s a long-winded list of specifics.
Things I look for/love
Interesting character dynamics:
Nothing gets me invested like a character with a unique perspective or set of circumstances that complicates their relationships. This is probably why I love a lot of games/WIPs where the MC is some sort of monster or has a superpower that alienates them somehow. Also rivalmances? Yes please.
Will read/don’t mind
Unpolished writing:
There is a point at which writing becomes too incoherent, but I actually enjoy reading a lot of the less polished stuff. I find it interesting to read first/second drafts and sort of get to see the building blocks in action. I also really enjoy editing stuff in my head, so that’s probably a big part of it. I totally understand why this would be off-putting for a lot of people though.
WIPs that will probably never be finished:
Not wanting to get invested in something that will never be finished is totally valid. That said, as a reader, I’m strongly in camp just-along-for-the-ride, and really like being able to explore the worlds people create even if they ultimately get abandoned. I do wish there was another section on the forum for more casual projects that could later be moved to WIPs for potential publishing feedback.
Things that will turn me off
Writing in past tense:
It just takes me out of the story (prologues and flashbacks are exempt from this). It’s definitely a personal preference though.
Not enough descriptions of setting:
One thing that I find in a lot of WIPs is the lack of descriptions of locations and the MC’s sensory experiences; what things smell like, is it warm, is it cold, what texture is that horrifying fish jello? etc. In that vein, it can also be a bit confusing to spend a few pages in the MC’s head and then go back to a conversation without grounding the reader back in location. Sensory stuff just makes the world more vivid and is the icing.
Not enough choices:
I think this is the worst one for me. While it is more exciting when there are a lot of different branches, I don’t mind some fake choices that don’t have any added dialogue for filler, I just need something to keep me engaged and invested ya know? I can head-cannon a lot, but I don’t really want to read 5 full pages with no choices, especially if the choices I’ve made before don’t impact the content. Impactful choices are the bread and butter of the best interactive fiction, but letting me pick what beverage my MC is going to drink can go a long way too.
Oop, that’s a lot of words.