Sawyer on Something Awful said:
I think many of you would be blown away by how often players will look directly at a description of an option, pause, seem to analyze it, and then select it without putting 2 and 2 together until much later.
When that happens and the error results in, let's say, ~15 minutes of lost time, as a designer I go, "Hey dummy, pay attention." When that happens and the error goes unnoticed for 5... 10... 20 hours, the problem is so far in the past that I would rather just sigh and slide an emergency exit button toward them.
As a non-system-related example, in Fallout: New Vegas, we pop up a message box before the end of the game. It says (paraphrased) HEY MAN THIS IS THE END OF THE GAME. IF YOU WANT TO KEEP PLAYING, YOU SHOULD NOT START THIS. BECAUSE IT IS THE END. AND THE GAME WILL BE OVER. Even so, a huge number of people missed it or claimed to have missed it, so we later had to hard-code in an extra auto-save game at that point.
I could take some sort of grumpy tough-guy attitude and say "Well, tough poo poo," but I don't think that's beneficial to me or the player.
This is where I disagree with the guy. If you are going to lengths to communicate a point to the player and they're still running into walls headfirst, you have to just cut your losses and realize that some players just won't ever get it. It isn't beneficial to other players to start taking into account what - let's be charitable and call them "less experienced" players - may or may not do.
The New Vegas save solution given in the example here is innocuous but if you don't say "tough shit" at
some point, it means you are taking steps to make the game everything to everybody, and that never ends up well. Gotta draw the line somewhere, and preferably land on the side of "necessitates at least some vague form of conscious thought." Fortunately, Obsidian games habitually do just that, in contrast to many modern games.
Sawyer's line about some who "look directly at a description of an option (...) without putting 2 and 2 together until much later" however is a problem with certain individual players, not necessarily with the choices involved in character-creation and the overall design, nor with the many other players who won't have that issue because they're actually capable of reading.
If you aren't explaining it properly, that's one thing; good communication is absolutely key, and gameplay depth doesn't require abstruseness. If you are being transparent enough, and some players still don't get it, then the answer is simply to take the "grumpy tough-guy attitude" and move on.
I'm reminded of some podcast episode where Shawn Elliott related a story about some Irrational (heh) playtester or whatnot who persistently stared up at the ceiling while moving around, for no apparent reason. Well, you aren't going to design a Quake game with that player in mind, are you? Same thing should apply to these sorts of RPGs. Bioware is already taking care of the rest. :>