How many in-game setting is too much?

I am enthusiastic about releasing my Tower Defense game soon, and I want players to be able to customise their settings. However, I do not want to overwhelm them with 25+ settings, right? So that leads me to the question, How many in-game settings are okay? How little is acceptable? What do you think?

How many settings (Max)
  • 10
  • 20
  • 30
  • As many as you can make.

0 voters

1 Like

I would suggest making categories.

  1. Simple: Just adjust difficulty & graphics on a slider

  2. Advanced:
    Enabled trees/shadows/effects/model quality/asset streaming
    And a lot of game features.

Don’t be afraid of adding many settings, some users will be very happy to find that specific setting they were looking to change.
But as mazltus mentioned, it would be good to split it up into categories, so that users don’t get overwhelmed with advanced settings that most will never use.

However, instead of just having a “Basic” and “Advanced” category, I’d suggest splitting all related settings into relevant categories. There could be one setting called “Graphics” for all graphic-related settings.

Then for each of these category-settings, there would be presets (such as “Low”, “High”, etc.), as well as an “Advanved” or “Custom” option that allows the user to tweak specific settings within that category separately.

This way, the user would be greeted with a clean settings menu with only a few options, while still having the options to change very specific settings by expanding each of the general settings.

3 Likes

This is a very broad question. You only really reach too many settings when you start adding nearly useless settings such as “Rainbow Text.” I suggest making as many as you want but make sure that they’re useful (Volume sliders for music and SFX, graphics quality etc)

1 Like