There is a trick in retail. Somebody asks for a recommendation; you give them three options. No more, no less. One is the item they will leave with, because it is the best choice for them (you, the salesperson, know this; the customer does not... yet). The second is the item that they will be the least interested in, and would never buy; it is immediately ruled out upon presentation. The third is similar to the first, but not as good, and serves only to give the buyer the sense of having made a choice even though the item they will purchase and leave with was already determined for them by the salesperson.
I think that this is part of what a lot of people are experiencing with the open ended-ness of Ello. Or rather, not experiencing. We've been presented with a sandbox, but nobody's here to tell us whether we're to build a sand castle or if there's water to fill a mote or maybe it's been used by a cat as a litter box (we do know that at some point we'll be given a bucket and maybe some shovels... or at least, given the opportunity to buy said tools). We're not sure what to do yet, and right now there's just too many options. But I think that's part of the fun. We can do veritably anything, and the sand will evolve its shape to suit us.