tl;dr - Second option usually.
I think a huge part of shell programming (besides recognizing when anything more maintainable will do 😂😂😂) is trying to allow others who aren’t as familiar to maintain what you’ve written. Shell is full of pitfalls, not the least of which is quoting and guaranteeing how many arguments you pass to commands and functions.
To me, the whole point of quoting here is to be crystal clear about where command arguments begin and end in spite of variable substitution. For this reason I usually go for the second option. It very clearly describes how I’m trying to avoid a pitfall by wrapping each argument to find in a pair of quotes: in this case, double quotes to allow variable substitution.
Sometimes it’s clearer to use the first approach. For example, if the constant parts of one of those arguments contains a lot of special characters, it may make it clearer to use the first approach with the constant parts wrapped in single quotes.
But even then there are more clear ways to create a string out of other strings. For example, the slightly slower, and more verbose use of printf and a variable, and then using that variable as an argument…wrapped in double quotes since it could contain special characters.


Honestly, Hollow Knight 1, and what I’ve played so far of Silk Song have frustrating runback only if you feel that exploration should carry no risk. And also if you feel the consequences–dropping your resources and needing to abandon them–are game ending.
The devs make no attempt to hide the fact that the father afield you get, the more dangerous it gets, but that you can get stronger if you make the most of what you’ve already explored.
Resources are unlimited in the world, so you can always get back to where you were even if you abandon your cocoon/shade. You can also go back and spend the resources before you lose them.
Once I realized that venturing too far off carries a growing risk, I started looking out for the telltale signs that I’m entering a boss room. When this happens or even when I just feel like I’m going to lose all health, I just venture back and spend at the nearest shop or just prioritize finding a bench. Where I don’t heed the warning and go in anyway, I take it as my fault I can’t recover my shade/silk before I once again prioritize finding a bench.
All that said, at least so far I’ve found that whereas in Hollow Knight, if you die in a boss fight you’re not equipped for, you MUST abandon it or try again. In Silk Song, the silk cocoon actually helps with the fight: instead of also trying to kill you, it’s extra health that you can save until mid-way through the fight. Also, some boss rooms don’t lock the entrance (at all or as quickly) so you can die closer to the entrance and safely recover your stuff.
After starting Silk Song, I went back and started replaying the original and some changes like this are actually actually a quality of life improvement over the first 😂😂😂.
(I’m just irrationally mad that they removed the cheeseable pogoing. It was so cheeseable but I get why they tweaked the mechanic to become harder to use in exactly the same way. I’m actually using the other offensive abilities more.)