>>39428816I can give an example of another game I play with too many choices, but I don't see how it makes me unhappy. It's a dress up game where clothes are separated by hair, dress (also includes posed suits), coat, top, bottom, etc, and then in a special you have more sub categories such as face, tattoo, wings, tail, background, and so on. Thing is, after a year of playing I have more than 6000 items, and when making an outfit it gets tiring to scroll too much, so you end up using the immediate 30 items or so. Then maybe another event comes and you get swarmed with new items, and those 30 you used to use get forgotten and buried by the newest 30.
Thing is, it doesn't make me unhappy, on the contrary. When I want to create something specific and those immediate clothes don't do it for me and I school further, I end up seeing old pieces and oftentimes it's "oh shit right, I remember I used this hair a lot, it's so gorgeous! I had forgotten it existed, it works so well!" and it's like a mini rush of discovery.
The only downside I can think of is that it makes some of my suits less creative, specially if there was some event, everyone ends up using the same. But I can see how this game can compare to Pokemon. There are so many players with obscure favorites, and they actually manage to make beautiful creations with it, no other piece can replace what it was used for specifically. And even if the clothes were removed, we'd all still be using the same as each other, so it's not like it'd be much more unique either.
So yeah, maybe too much choice IS overwhelming, but on the long run it becomes more exciting and if you're up to it and go further down the list, you'll find stuff you forgot you loved and create something amazing and unique. This is like Pokemon, as well.