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How many choices are too many choices

7 days ago
My prompt for EndMaster's contest deals with settling an unknown world. There is a part of my game where you get to select the various stars you want more information on before committing your colony ship to one. As you may know there are alot of stars out there. So my question is how many options to explore are too many options? I could have up to 45 based on the relatively easily available information I have, but I think this is way too many, but I also think that only having 2 or 3 feels like too few.

How many choices are too many choices

7 days ago

I would personally suggest not doing all 45 off the bat, as that would probably take too much time (although I would definitely love to see it sometime), so maybe around 5-10? It does depend on how in-depth you are planning on going into each one.

EDIT: Or just do what RK suggested, as it seems like it could easily be scaled up or down depending on the need.

How many choices are too many choices

7 days ago
I think putting too many options on one page would be overwhelming.

If you could split up the stars into like quadrants or some kind of location-based parameter, then have it so that we could choose between, let's say,

Quadrant 1
Quadrant 2
Quadrant 3
...
Quadrant X

and then once you click on each link, they give you more links, that would be great. So forty five stars split up among like 9 quadrants, and then you click on each quadrant and there's info links to 5 stars, I guess that would be pretty good!

How many choices are too many choices

7 days ago
Doesn't seem much point in having a bunch of options for the ones you're not building a plot around, couldn't you summarize the player looking up several at a time that aren't suitable?

How many choices are too many choices

5 days ago
Honestly, regardless of how the choices themselves are presented on the page (all of the stars at once vs. separated into sections), I feel like 45 is just way too many variations. There's a bottleneck worth talking about regarding how many choices actually feel like real choices. If you only have one choice at a time, or two choices but only one choice is the "correct one," the reader is obviously going to feel extremely railroaded and like the story is too linear to grant them any agency, which is dissatisfying. On the other hand, if you present them with SO MANY options, many of those options can start to feel irrelevant (unless this is in fact a truly massive game and each option is appropriately fleshed out), and the story feels dissatisfying in a different way. So I would consider this—what makes those 45 stars so different from one another that they each warrant their own path? Are you really thinking of 45 different unique possibilities for the reader, or are these just to supplement some flavor text? What would be taken away from the story if you limit the amount of choices to something much more easily digestible and writeable, i.e. something in the 3-6 range for comfort? To fit your narrative, maybe you can say that you scoped out these many stars and of the scouted stars, these were the top 3-6-whatever choices, and make the reader choose from there. I think the best course of action is to balance the amount of choices for the reader vs. the actual depth of each choice. This would also make it significantly more manageable to write on your end as well.