I believe that's mostly true. It's partly because those choices are either not actually meaningful or the customers fail to see what the difference between superficially similar options is.Clavis said:There's a funny thing that's been noticed by market researchers regarding customer choice. People say that they want choices, but when you give customers too many choices sales actually go down. The customer gets confused by the plethora of choices, and no matter what they choose, they always feel like they could have done better.
It's also a matter of presentation: How are the options presented?
Regarding the builds: These aren't very different from the starting packages in 3E. I know, I've never used one, but they might be useful for someone feeling overwhelmed by options. they also serve as a good starting point: It's easier to start with something similar to the character concept you're looking for than starting from scratch. After choosing a build, customize it by replacing some of its elements.
In my 3E campaign I've asked the player what kind of character they wanted to play and then made suggestions that I felt were appropriate for the concept. As a DM I generally have a better overview on the available options and their less-obvious consequences. In 4E that won't be any different except that maybe (at least initially) the players will have a better idea what they want to play than they had in 3E.