I started writing my reply a few times, but you know what, you’re absolutely right @MeltingPenguins
Yes, whether it’s money, puppies saved, or spies killed… someone’s going to make a guide to optimize the game to get the “high score.” Even in my next game, Last Wizard, where there’s a section with some mini-games that have a random element, a guide would help you to score better.
I was saying that I wouldn’t score the game as mentioned. I wouldn’t give points for plot, and I certainly wouldn’t give one RO more points than another. I love all my peeps. (Take that, you Bran-haters out there!) Although, even this idea isn’t necessarily bad. I remember using the Score command in games like Zork, Kings Quest, Liesure Suit Larry and all of those old text adventures. It was more of a progress meter, but it also served as a high score, since you could finish with different numbers which showed that you did more things in the game.
I think what it comes down to is that everyone is looking for something different. I don’t think having the numbers would break immersion, assuming that there was an option to Hide them.
Some people will enjoy comparing their scores with another. They’ll have fun replaying as they try to beat their old score or beat the score of a friend. There will always be some people who will get really into it and optimize it entirely, and there will be yet others who will want to follow someone else’s guide. But, what it comes down to is that everyone is having fun and they can play the game however they like, even if that means ignoring the ‘score’ entirely.
Personally, I don’t know if I’d include the feature in a game of mine or not, but I’m curious if the possiblity exists.