Options are a wonderful way to widen a game's appeal. Graphic options let you tailor a game's graphics to fit your system's capabilities and your own tastes (depth of field OFF!). Difficulty settings let you tailor the game to your own skills and even mood. Gameplay settings let you customize the game itself to what you find enjoyable. Back in the old Atari 2600 days, they advertised the different settings as making different games! Tanks shooting normal shots is one game, tanks shooting shots that bounce is another game, and so on. So those little cartridges might claim to have dozens of video games on them!
They also make for a great way to resolve arguments between players. I want fast travel, he thinks fast travel destroys immersion - give us the option to turn it off and both sides are happy. Aggressive saving techniques are a good learning tool vs. save scumming is bad: give us an ironman option. Everybody's happy! Well, maybe not everybody. The developers have to actually put these options in (and a screen to manipulate them - something the Atari 2600 couldn't really do). QA has to support them, which can get really rough as adding more options can raise the amount of testing needed exponentially. So yeah, we get to have our cake and eat it, too - provided the developers bake two cakes.
It can even get bad for players. I love seeing lots of options, personally, but piling on the options can be really intimidating for newer players (and older players trying out a new genre). For them, it can be like going to a fast food joint, ordering a hamburger, and getting asked what kind of cheese to use. And how many pickles should be on it. And do you want thick cut pickles or thin ones? Brown or yellow mustard? Oh, a double cheeseburger - we have rectangular beef patties, do you want them to line up or be at a 45 degree angle? Actually, here's a slider bar, just pick the exact angle you want. AAARGGG! On top of that, there's probably going to be options in there that won't even make sense until you've played the game for a while.
There's some help for those problems. Games can have an "advanced settings" section, where "advanced" is code for "stuff most folks don't care about." Putting settings in .INI files was really nice, too. Developers could call those 'unsupported' options and not have to worry as much about QA for them. Plus, people that don't know what a file system is can't touch them.
TLDR: Settings can't always be an easy way to agree to disagree. Please continue your forum fighting.
They also make for a great way to resolve arguments between players. I want fast travel, he thinks fast travel destroys immersion - give us the option to turn it off and both sides are happy. Aggressive saving techniques are a good learning tool vs. save scumming is bad: give us an ironman option. Everybody's happy! Well, maybe not everybody. The developers have to actually put these options in (and a screen to manipulate them - something the Atari 2600 couldn't really do). QA has to support them, which can get really rough as adding more options can raise the amount of testing needed exponentially. So yeah, we get to have our cake and eat it, too - provided the developers bake two cakes.
It can even get bad for players. I love seeing lots of options, personally, but piling on the options can be really intimidating for newer players (and older players trying out a new genre). For them, it can be like going to a fast food joint, ordering a hamburger, and getting asked what kind of cheese to use. And how many pickles should be on it. And do you want thick cut pickles or thin ones? Brown or yellow mustard? Oh, a double cheeseburger - we have rectangular beef patties, do you want them to line up or be at a 45 degree angle? Actually, here's a slider bar, just pick the exact angle you want. AAARGGG! On top of that, there's probably going to be options in there that won't even make sense until you've played the game for a while.
There's some help for those problems. Games can have an "advanced settings" section, where "advanced" is code for "stuff most folks don't care about." Putting settings in .INI files was really nice, too. Developers could call those 'unsupported' options and not have to worry as much about QA for them. Plus, people that don't know what a file system is can't touch them.
TLDR: Settings can't always be an easy way to agree to disagree. Please continue your forum fighting.