The issue with presenting players with a full selection box of choices is that it can often leave them paralysed at the metaphorical crossroads without a clue how to proceed. We’ve all experienced that feeling, like staring at a menu with perhaps a half dozen things you’d love to eat and you don’t want to pick one for fear you’d miss out on another, even though you know you can always come back.
Games can present us with choices that present us with more ways to play, more things to experience with every playthrough, but can also hobble our efforts to play and enjoy a game that we should love. (more…)
November 22, 2016 | Categories: Gaming posts, Video Games | Tags: Borderlands Pre-Sequel, choice, choice overload, choice paralysis, Dishonored 2, Elder Scrolls, Game Design, Open world, options, psychology, railroading, Sandbox, Skyrim, Video Games | 4 Comments