# Indicators on choice options

**URL:** <https://forum.choiceofgames.com/t/indicators-on-choice-options/134456>\
**Category:** Writing and Content\
**Created:** [March 24, 2023, 11:39am UTC](https://forum.choiceofgames.com/t/indicators-on-choice-options/134456 "2023-03-24T11:39:14Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![Necrosian](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/necrosian/32/131655_2.png) [@Necrosian](https://forum.choiceofgames.com/u/Necrosian)\
**Post date:** [March 25, 2023, 2:06pm UTC](https://forum.choiceofgames.com/t/indicators-on-choice-options/134456/10 "2023-03-25T14:06:16Z")

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I’m all for indicators on choices, in an absence of save system indicators would greatly help making conscious decision instead of guessing and hoping that you understood what author meant.

As for the cons:

> [@HannahPS](#):
>
> devaluation of choices without an indicator - a choice might lead to a big branch divert, or set some important variables, but players may assume it doesn’t “matter” if it doesn’t have an indicator

Just add more indicators, if the choice is important mark it so.

> [@HannahPS](#):
>
> encouraging players to skim for the option that matches or changes a stat they want, and not taking as much time to roleplay/consider the options

> [@HannahPS](#):
>
> discouraging risk-taking for the same reason as above which means more people miss out on failure journeys which can be fun and satisfying

I already do that with the help of [save manager](https://forum.choiceofgames.com/t/save-manager-and-editor-for-steam-open-source/107649), indicators would just make choice more transparent. It’s even more important in stat heavy games.

> [@HannahPS](#):
>
> reduces surprise/mystery

Depend of indicator, i guess. If it’s “This choice will lead to character X backstabbing you” yeah bit of a spoiler. But if it’s something “Try to climb the wall [Agility]” i doubt anyone great mystery would be spoiled.

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