First of all hello to people who would like to analyze and reflective to get new good ideas.
How much customize do you allow players to modify?
Do you ever receive the players' complain about too many choices?
"I am confusing about which one to pick from."
Analysis paralysis = we try to assess too many options at once. we are frozen our brain.
Choice paralysis = the fear of players to make a decision because it might not be the best decision.
[This is going to a subject question] How many choices for anything: [customize stats, dialogue options, numbers of quest giving to players at once, and skill tree options ] would not overlord your brain?
It is true that this is rare in the indie games, but for the big-name consequence games. The indie game just used the decision trees to slowly expand the choice which is a great thing [chucking/segmenting of decisions]
Antithetical concept of giving player options. It is like an open-world game without the direction of progression.
Do you offer the default options to players? Like the automatic filling of the stat. For people here who wish to pursue customized player experience.
When you give the players equipment? Do you show the recommendations to players on which one is best for them to use?
Thank you for talking to me and providing me the insight.
How much customize do you allow players to modify?
Do you ever receive the players' complain about too many choices?
"I am confusing about which one to pick from."
Analysis paralysis = we try to assess too many options at once. we are frozen our brain.
Choice paralysis = the fear of players to make a decision because it might not be the best decision.
[This is going to a subject question] How many choices for anything: [customize stats, dialogue options, numbers of quest giving to players at once, and skill tree options ] would not overlord your brain?
It is true that this is rare in the indie games, but for the big-name consequence games. The indie game just used the decision trees to slowly expand the choice which is a great thing [chucking/segmenting of decisions]
Antithetical concept of giving player options. It is like an open-world game without the direction of progression.
Do you offer the default options to players? Like the automatic filling of the stat. For people here who wish to pursue customized player experience.
When you give the players equipment? Do you show the recommendations to players on which one is best for them to use?
Thank you for talking to me and providing me the insight.


