Strongly disagree. Customers constantly write in for information we don’t provide in our marketing, like number of chapters, to name just one under the hood thing people ask about.
And re bloat: I…don’t allow it in the games I edit, and I probably annoy my colleagues to no end with my coding efficiency notes when I review their games. Here’s a good 40% of all the notes I give a first time author until it is drilled into their head:
-"*fake_choice, delete *gotos and subsequent *label,"
-"*fake_choice, nest resulting text/vignette under option rather than use *gotos,"
-“use a *gosub here, here, and here”
-“String *if/*if not or use multireplace rather than *if/*else testing booleans”
-"one blank line above the *if, not two blank lines under *if/*else (Yes, I care about unnecessary blank lines in my fascistic quest for efficient code.)
So sure, HG authors can bloat as much as they want (or rather, code as inefficiently and advertise as large a word count as they want,) but CoG games are simply not incentivized to inflate this number, and it’s precisely what the editorial process prevents.