- Tags should either be in the game because they provide an interesting decision, or not because they rarely or never provide an interesting decision.
-- If one believes that it is appropriate for Tags to be BOTH in the game, AND for them also be near-completely useless (with no plans to ever make them useful), then, we have an unreconcilable difference of philosophy. (However, that difference should not exist among people who are highly concerned about game elegance, simplicity, screen clutter, or, strategy traps).
- If it is believed that Tags currently are, or in the future will be, a mechanism that provides interesting options, and therefore, directly affect decisions made during the economic portion of the game (i.e. The Shop), then...
The Upcoming Ante's Tag information should either:
- a) be presented to the user automatically in some way, like every single other random element in the game that one reacts to in their decision-making (nobody ever said it must be "on screen at all times," or any other extreme UI strawman described here and elsewhere).
or
- b) not be available at all to the user, and have it be a Game Design choice that players will not have an Ante's Tag information until after their intial Shopping is complete.
- In the case of a), where this is a worthy mechanism that will be a driver of great decisions...without some minor UI amendment that would present this information in some automatic form, even just once, to inform your Shopping...then every player who wants to engage in these interesting decisions, has to, at the start of every Ante, go into a side menu, and hit a secondary tab, just to get this new information.
This automatic, repetitive pressing is exactly the type of thing worthy of being removed in favor of automation.