An interesting lecture that. I'm on the fence as to whether I agree or not with it, sweeping statements tend not to do justice to the complexity of any arguement that they are presented on, so it's a bit of both good and bad for me.
Interesting.
The real problem with choice is that it usually isn't. A choice of 10 different colours of bad TV receiver is still a bad TV, not a choice.
If you are offered 50 channels of TV station but don't care for any of them, that isn't a choice.
One bad option? One hundred bad options? What's the difference?
Computer games are an excellent example. Every year that has gone by, out come fewer and fewer titles I'm interested in. Choice is diminished all the time, as I'm told I have MORE choice. I'm not stupid. (grin). Offering me 50 different things I don't want is not a choice, it's dismissive. By preference, offer me ten things I think good. Failing that, offer me one thing that's good. Don't tell me that the right to pick up any number of pieces of rubbish is 'choice'.
Actually, that is choice. It's just not a very appealing or wide range of choice, but you cannot deny that you are being presented with a choice (as above) as to which of the 50 TV stations to watch. You may not like any of them, and may not watch them, but that is simply one of the choices available, and the one you took. It's an example of how being able to choose does not make the choice a good thing. Is it not said that in war, one must choose the lesser of too
weevils? In such circumstances, neither outcome you choose is particularily good, but it's all relative, and as with all choice, ultimately comes down to personal judgement. It could be argued that in such a case of a choice to be made between several undesirable things, that said ability to choose is good, but then it could also be seen as bad. Few arguments that are not based on absolutes can be unequivocal, simply because of their nature, and choice is among those that are not.
Personally, the 50 TV stations is an example of a 'good' choice - it's easy to see what is on offer, and easy to make up your mind. What makes lots of choice 'bad' is when it is presented poorly, with little information given on each of the choices, and how they differ. An informed choice is a 'good' choice to make, whereas "pick a hand" is not. I can't think of a situation in which you can get too much choice, so long as the choice is presented clearly and allows you to make an informed decision. Unfortunately, presenting a choice clearly is hard, and presenting it to a range of people is much more so, so it's very rarely seen in life.
Also infringing on the problem of choice is whether or not the person choosing knows what they want. Very few people do, which leads to lots of indecision, and the creation of the concept of being forced to make a bad choice (do you
really want to watch TV, or is it just something that does what you really want (ie. is relaxing)?).
Back to how this concept of choice affects ES modding:
It can be argued that mod users have too much choice, simply because it makes it harder to find what you really want, because on a personal level Sturgeon's (2nd) Law shows that the vast majority of what is available is not what we want ('crud' is in the eye of the beholder, after all). Though SL is not fact, it's pretty good as an example of how things work out. On the other hand, if mod users didn't have the level of choice they do, they would be missing out on the arrays of alternatives to (almost) every type of mod on offer, and so may be 'made' to choose a mod that they would rather not have to use if their dream mod was on offer, but it's not, so they'll make do.
As for 'good defaults are invaluable', I can agree with this. It's hard to get good defaults, but unless you have them, people won't know the nature and level of choice that you are giving them. For instance, you could have a setting that makes actors more agressive, but without guidelines on the appropriate variable type and range of values for that variable, it would be pretty much useless, and without a 'baseline' that people can work off, very few would take the time to use it, since they'd essentially have to find the 'baseline' themselves, and then further tweak from there, which takes time, and they don't want to spend time doing that when they could be playing.
I've put in such settings with a default, but no guides as to appropriate alternatives, into EW and All Natural, and can see the lack of usage myself, because the only time I hear about them are "what are suitable values for ___?", and I can only reply "I don't know", because I haven't taken the time to find out myself. It's a bit unfair too, as finding suitable defaults might take me an hour, but then I can share them with the users, whereas if I leave things to the backflow of information, I might end up user 2000 user hours if 2000 users all try to do the same, which is really a waste of time.
So yes, choice is good - so long as you know what you're choosing, and what you want.
Bit of a ramble there, but I haven't posted anything substantial in ages, and it took my mind off the maths I'm supposed to be doing...
EDIT: I realise that I've used words with several meanings with their different meanings above. When I say choice, I can be referring to either the ability to make a decision to pick between several available options, the decision itself, or any of the options. There's probably a few others like that too, so it probably reads a bit confusing, and I've probably changed my stance as I wrote it, but hey. :shrug: