Listing and prioritizing information

As game designers, we often strive to provide our audience with deep, complex decisions. We sometimes think that, if players are confused, perhaps showing more of the stuff that's happening behind the hood will help explain the complexities of our systems. Unfortunately, in spite of our intentions, the tendency to show everything can actually impede decision making. This leads to players getting overwhelmed and struggling to focus on what's relevant and what's not. In short:

Total disclosure can lead to information overload.

Think of it this way. In a racing game, there's often no need to constantly highlight to the player that they're on the right way. Instead, we simply opt to display the wrong way

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