I dislike choices with too little information. Or ones that are worded in a misleading way.
Sometimes, when youâre reading a story, youâll be thrown into this world that you barely know- sure, the author may know ever detail and intricacy of the worldâs politics, or social structure, or what have you, but you, the reader, often have no clue from the get-go what the situation is- until you learn about it.
And while some situations are clear- say, youâre running for your life from someone who wants to kill you, and, for the heck of it, say youâre running with someone. Well, yes, if you ask me if I want to escape then my answer would obviously be âyes, I do!â I may have no idea why Iâm running, I may not yet know what (or who) Iâm running from, I donât even know who Iâm running with, but the basic situation is clear enough that I know whatâs most important in that moment. If you give me the choice to fight for my life or continue running, well, then thatâs fine, I know Iâm in danger, I know enough to get what is happening and I can act in a way that the character Iâm reading as would.
But there are times when, instead of being asked for fight or flight- or something else suiting the amount of knowledge the reader has access to- youâre asked about your opinion of the person next to you, and wether or not you should trip them and let them be killed. Well, why would I? I donât know them! Am I supposed to know them? Why would this character even be having these thoughts? Is this a viable option for them?
So say you chose not to, because you donât know who this person is and killing a random stranger who seems to be escaping with you is⌠a little much for your very first choice in this world.
Then, once you get out, you find out that this character is a mass murderer who had also killed your family and is now free to wreak havoc among the innocent townspeople that had imprisoned the both of you. Now theyâre going to burn down this town and frame you for their deeds because you decided to not let them be caught and tried for murder.
Well, now, that might have changed the playerâs first decision a bit if they had known, wouldnât it?
While thatâs a bit of an extreme example, I think that a tamer, and much more common, example would be asking for the playerâs side from the get-go in a war or battle of some kind- or, heck, even just a casual debate about some matter that later becomes important to the plot. Without any information- the player canât exactly make an informed decision. It becomes a shrug and âI guess this one worksâ choice than an actual choice. And one that they run the risk of regretting later on, even though they didnât have enough information to make the decision they would actually want beforehand.
Sometimes you can play with these, admittedly. But only if the story is supposed to play with these, if the main character themself is supposed to be clueless or misguided before coming to an ultimate, dramatic reveal that they were wrong all along. Or if choices are meant to be misguiding because theyâre presented by a character who wants to misguide the protagonist to their own end-goals. But then it becomes different- it becomes purposeful, it serves a point.
Choices that lack information or are misguiding without a purpose, however?
Those irk me.