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Unlisted options let clever players feel smart
From Game design note on choice prompts
BioShock Infinite's ball throw shows how a listed prompt spoils a hidden option. Players can throw the ball at the racist announcer instead of the couple, but the on-screen prompt lists that option and so gives the surprise away.
The source uses this as a contrast with Spec Ops: The Line, where choices are invisible. There, players can shoot the ropes, shoot the snipers, or refuse to choose, and unlisted actions are quietly supported. The lesson drawn is that a menu must list every option, so hiding extra options lets clever players discover them and feel smart.
You can throw the ball at the racist announcer instead of the couple, but the on-screen prompt spoils that hidden option by listing it.
BioShock Infinite's ball throw shows how a listed prompt spoils a hidden option. Players can throw the ball at the racist announcer instead of the couple, but the on-screen prompt lists that option and so gives the surprise away.
The source uses this as a contrast with Spec Ops: The Line, where choices are invisible. There, players can shoot the ropes, shoot the snipers, or refuse to choose, and unlisted actions are quietly supported. The lesson drawn is that a menu must list every option, so hiding extra options lets clever players discover them and feel smart.
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