I decided to go with deferred rendering because I was really interested in learning and implementing all of the math and shader code that goes along with it, and I thought my game would have lots of lights (torches, glowing projectiles, etc.). I think it's a common opinion that deferred is better if you plan on having a lot of lights in your game, because forward rendering time scales with
O * L while deferred rendering scales with
O + L, where
O is the number of objects and
L is the number of lights.
I got frustrated reading post after post of "the only way to know for sure is to try both and compare," so I decided to just go ahead and implement the one that I would enjoy more as a dev, hoping that my relatively simple game on modern hardware wouldn't show much of a difference either way.