antipattern

Use when

You are presenting many simultaneous choices, especially early.

What it is. You put too many simultaneous choices in front of the player at once. They can’t evaluate them, so they freeze, stall, or pick at random — and your carefully-tuned depth reads as noise.

Why it hurts. A choice the player can’t reason about isn’t a choice — it’s a tax. The first minutes decide whether they keep playing; a wall of unexplained options at the door reads as “this game is homework.” Depth that arrives before the vocabulary to parse it is indistinguishable from chaos.

The smell

Cognitive overload at the point of decision. Options outnumber the player’s ability to compare them, or arrive before they have the concepts to weigh a single one.

How it happens

The tell (check your OWN design)

The fix

Reduce what’s live at once, not what exists total. Depth stays; exposure staggers.

MoveWhat it doesCures
Stagger unlocksReveal options as the player earns the concepts to use themEverything-day-one
Curate the draftOffer 3, not 30 — a random or filtered slice per beatFlat lists
Default sensiblyPre-select the safe/recommended pick; let them overrideNo off-ramp
Rank and sortHighlight, badge “new,” sort by relevanceUndifferentiated options
Translate statsShow the effect (“+15% faster reloads”), not the raw statNaked numbers
Chunk the screenGroup, tab, or gate so the eye lands on one decision at a timeWall of options

Staggered reveal is system-onboarding‘s core job — pace introductions so each choice lands with vocabulary already in hand. The curated-slice move is a whole design lever: see pattern-meaningful-choice for making the 3 you do offer distinct, and system-inventory-and-ui for laying them out legibly. Keep the presentation calm — pattern-readability and pattern-restraint-and-negative-space are what let a big menu breathe.

Twist seams

Seen in…

Verify / guard

Frontmatter points at docs/VERIFICATION.md. This is a design-review gate, not an assert: before handoff, open every choice screen and ask “how many decisions is this asking for, and does the player have the words for each?” Watch a first-time playtest for hover-stalls and ignored menus. Adjacent failure modes to check in the same pass: antipattern-fake-choice (options that don’t matter), antipattern-feature-soup (too many systems, upstream cause), antipattern-endless-tutorial (the over-correction — staggering so hard the player never gets to choose at all).

This module rendersthe repo's markdowndirectly — edit it there, it changes here.