Comment by cableshaft

2 years ago

Yeah, especially for a game like Mario Kart, I'm not too obsessed with making sure I'm picking the most efficient combination of things. I'm picking what I think looks cool or has the most fun personality (in the case of characters) for me in the moment. For that, having more choices is (mostly) better.

Even something like Counter-strike, where a lot of the differences are pretty subtle, I liked having a good amount of choices just to play a couple rounds with a gun that feels slightly different and see how well I do. I had my preferences but I played with them all.

That being said I do think there's something to be said for not just dumping a bunch of options on a player and be like "you figure out how you want to play", even though I've been guilty of that in a couple past games I've designed, thinking more options is better.

Like I remember on of my sequels to a game I tried all sorts of ideas for how to change up options, and instead of pinning down that "okay the hand size is going to be 5 tiles, and if you place next to an ally tile you'll bump them up by X amount, and you can choose what set of numbers the tiles can be (like 1-5, or 1-10, or 1-20)... with my new sequel I've mostly pared it down and I'm taking away game options, because I bet almost no one did anything but use the defaults anyway. At least before I hid them in an options menu you had to choose to open.