Cruelty scale
From IFWiki
A rating system devised by Andrew Plotkin to measure how difficult a particular game makes it for the player to progress past in-game obstacles:
- Merciful: cannot get stuck.
- Polite: can get stuck or die, but it's immediately obvious that you're stuck or dead.
- Tough: can get stuck, but it's immediately obvious that you're about to do something irrevocable.
- Nasty: can get stuck, but when you do something irrevocable, it's clear.
- Cruel: can get stuck by doing something which isn't obviously irrevocable (even after the act).
(Taken from a rec.games.int-fiction posting.)
See also: winning, losing, unwinnable, deadlock.