Well, that is even worse, because essentially, you just took the choice away from player.
I can’t help but feel that you didn’t really bother to think this response through. Taken literally, you’ve just asserted that a surprising reward with character synergy is worse than a surprising rigid reward that makes the player feel regret. You assert that this is so because choice was taken away from the player even though neither situation involves player choice.
I get that yout design principle is to give the player choice and the ability to plan. So what is the right way to give “good news” to the player with the most hedonic impact?
I can’t help but feel that you didn’t really bother to think this response through. Taken literally, you’ve just asserted that a surprising reward with character synergy is worse than a surprising rigid reward that makes the player feel regret. You assert that this is so because choice was taken away from the player even though neither situation involves player choice.
I get that yout design principle is to give the player choice and the ability to plan. So what is the right way to give “good news” to the player with the most hedonic impact?