Right, and I understand that.
But what are the effects of saying yes? I alluded to that in the floating numbers thread, and here. If something is optional, instead of being out or in, then aren't there ramifications in the entire development process?
Maybe. In order to be able to toggle something on and off, it has to exist at all. For the HUD example, the game's going to have a HUD- so the main development ramification would be the need to enable/add/code in an ability to disable it.
But then "as yet unconfirmed" things, or things that are so far purely speculative, like helmet outlines blocking your (already limited by FOV :sick: ) view would have to be added in to begin with: as in, you can't simply add a "toggle this
on" switch and whatever you're toggling on automatically be there
if it wasn't previously.
The final issue comes with things like fast travel options, where some have clamored for a "disable fast travel" toggle- if the entire game is designed assuming the presence of fast travel, then there might well be quests designed under that assumption that will become
very tedious when done without fast travel. Say, a quest requiring you to make multiple trips from Anvil to Leyawiin.