I just don’t agree fundamentally that word count should be the predominant tool for deciding that, though, I suppose.
To continue with those examples, if in the case of the author who used variables versus the author who used copy/paste, lets say the copy/paste author doubled the length of the overall story due to this method. Should this expended effort follow through into the price even when for the reader it makes no fundamental difference in the experience of reading it? [Honestly I do not have an answer there, I am just thinking at the moment. To some extent I myself believe it should, really, if the story is worth experiencing either way one deserves to be paid for the work they put in.]
I too like to think about word count in terms of making progress, though I focus less on it when doing coding heavy things. I have had some days where I spend hours and hours on something and I end up adding… 200 words? Why? Because I added a variable system that made everything much more efficient cutting out a lot of unnecessary text. Sometimes it’ll even be in the negative despite adding new content.
This would all be detrimental if we just use word count the primary tool for gauging a game’s ‘worth’ or ‘length’. Why would I expend the effort to make my game more efficient if it means it’ll be less words and thus less ‘value’. You know? That is why I said it can encourage some less than stellar lines of thinking. I don’t think playthrough length should be the only factor, of course not. But I do think that more than just ‘word count’ is valuable as a tool for thinking about these things.
[Mind you, as a person I am borderline obsessive over trying to come up with new ways for efficiency despite it being oftentimes huge time sinks. I just like the challenges it provides to my brain and the idea of future proofing quite a lot. For others though, none of this would be a factor at all, just focusing on material being put to the page.]
Response to @LiliArch :
…to make your job easier when you realize you made a typo, so instead of having to fix it a hundred times you’ll need to fix it only once?
What do you mean by this? 
Response to @poison_mara :
Reassessing my own biases with this discussion makes me believe I should take some time to check out more short stories/novels. I readily admit I have a bias for longer form novels, but I think it’s more to do with my own preferences for writing style / subjects which lend themselves more naturally to that. As other’s have mentioned in the past, Choice of the Dragon was a massively fundamental game with a diminutive word count at the lower cusp of what Hosted Games accepts [30,000 words].