This isn't "realism", it's both an attitude and a philosophy. You can try to label it irrelevant to the discussion, but the fact you're defending it belies your point.
I called it realism because having an option for every single feature won't happen - the modding community will take care of that anyway. I called it irrelevant because the philosophy you are talking about is streamlining at the cost of features, which doesn't apply here. And I definitely never defended that. What I made a point about is the asininity of having an option about every object and property of that object in this game and how it can harm the overall experience.
7DTD appeals to a very specific subset of gamer, and if the discussions down the years here are any indication, we like our options. I agree that not everything can or should be an option,
Exactly what I am saying.
but in this case, the gun mod system needs to avoid extremes or it really should be a game option. After 4.5 years of development, endgame content should be the focus, not adding more grind mechanics that serve to artificially delay the gameplay.
I agree that the mod system needs to avoid extremes. I don't really agree that it should be a game option.
The post I replied to in this particular quote is 1,029 words in length. That is quite long for you to not have an opinion on the matter.
What I expressed was my opinion about asking for everything to be optional. Only one paragraph was about the matter at hand and I think I explained why I don't have an opinion about it thoroughly. Now, if that fails to convince you, it definitely is not my fault.
Again, this is very relevant to the discussion. You're using the idea as justification to keep game options limited, and in this particular case, it is misguided.
Forgive me, but corporations brainwashing people to convince them on what they need is a completely different thing from a work of art conveying an packaged experience. Because video games are both commercial products and works of art - not only visual but every interacting mechanic that engages players in them included. So I insist that it is completely irrelevant.
The solution to that is to change the options up the next time you play, not to remove the option in the first place.
In the example I mentioned in my first post, that friend of mine pretty much experienced the whole game - found every item, built a steel house etc. As he said in the end, he shouldn't have chosen, among others, the highest loot settings because he got bored and burned out fast. Burned out is the keyword. Do you think everyone would give a second chance to the game and inquire why their experience was not optimal (if that is the case), after their first gameplay experience and after forming an impression?
Agreed completely on this point, but I don't agree that it applies here. Unremovable weapon mods will needlessly drag out the hunt for weapons. Saying that will no doubt attract people that love the idea and really want it. Making mods removable/not removable a game option lets us both play the way we want without impacting each other.
Again, I really don't have an opinion on this matter because both sides have a lot of cons. If I did, I would be vocal about it as always. I do believe that there has to be clever solution to it. Keep in mind that this is one of the myriad things that has been asked to be implemented as an option and not one of the most impactful to gameplay. If we were to talk about weapons/tools themselves I'd take it more seriously.
At risk of repeating myself - the solution to that is to change the option, not delete the option itself. Why would you make that argument?
Because you are missing the context. I used it as an example in my reply to Red Eagle to make a point of how it is possible for someone to choose something that will offer him instant gratification over long-term enjoyment.
That's why I suggested that we have an "Advanced" page on the main game options screen. In deference to those hypothetical new players, the default game screen should populate with the default options, and there should be a checkbox to check or a specific button to push to enable the advanced screen. You could even have a warning pop up stating "Warning, for experienced players only! Changing these options will affect your gameplay significantly, tread with caution!"
Not including the options at all because of a fear that players will "mess themselves up" is not a solution.
I agree that it would mitigate the problem I am talking about up to a point, however I would prefer them to be integrated to the general difficulty options.
Seems you have an opinion after all: you favor the primitive stage of the game. I find being locked with low quality stone tools, being unable to run for long, and being unable to mine effectively to be terribly boring and I refuse to play that way; I found the progression curve of A9-12 to be much more palatable. Doesn't mean I don't take a really long time to build that perfect megastructure, or find 24 different traders so I can keep stocked on ammo, or build a new base in a new area because I like the landscape. As this is a sandbox, the endgame options really are unlimited.
To primitive players, getting concrete means the game is ending. To endgame builders, getting concrete means the game is just getting started.
I do have an opinion after all about what? Weapon mods? Like I said above, that quote in reply to Red's post, was also about how most people tend to choose instant gratification over long-term enjoyment, something which also applied to the case of my friend.
I don't exactly get what you mean by saying primitive stage of the game/primitive players. I don't favor any stage of the game in particular. I favor a smooth, seamless and engaging progression, all of that while building and trying to survive. If you are trying to say that I favor a lengthy progression, that's correct.
And how is it ending for "primitive players" when they get concrete and how is it beginning for "endgame builders" - I honestly don't understand what you are trying to say here.
So your opinion on the matter is, don't have too many options. We can all get behind that one. However, in the context of the gun mod system, we need options, not a forced design decision.
Yes and after a week or two another topic will come up with someone asking for options and not forced design decisions about equally large parts of the game like underwear, cloud movement or grass growing speed. Ok, I admit weapon mods being removable or not is more important than these but, like I said above, I'd take the notion of asking for an option more seriously if it was about actual tool/weapons (say, durability), but then again I shouldn't be giving people ideas.
@RestInPieces, we'll have to disagree then. An argument for not having an option will always be an argument for a fixed or enforced playstyle in my opinion.
Well, I'll just say that we should all try (myself included) to be less dogmatic in anything, even when not agreeing. And never underestimate people's ability to mess up.
Further, in sandbox style game, options are the life-blood of longevity. Less options = less ways to play long term = less longevity.
This generally true, but in the example I mentioned it worked the other way around. I do love options, but not for everything - quick example: I love the world customization options in minecraft but I wouldn't like options that, for example, let you build nether portals out of dirt, put diamonds on the surface layer etc - anything that would mess up the game's progression systems.
I was quite inspired by your story about your friend though. It was heart warming to hear the tale of someone who gained personal wisdom about themselves, the downfalls of instant gratification, and the value of earning something all because they had options and the ability to exercise them in a game rather than having to learn in the much harder cold reality of our world.
Anyway yes, they did teach him something. However he will do the same in the next game he will play as well.
That pleb didn't listen to my words of wisdom in the first place! He never listens!