Deferred shading offers 'better' performance with more lights and more options than the alternative.
I believe that with standard pixel lighting, for every light that effects the object, the object must be re-rendered, making the performance cost be equal to
No.Lights*No.Objects.
Deferred shading does some wizardry with something called a g buffer to calculate all the lighting before rendering the objects, so the performance impact is equal to
No.Lights + No.Objects
For a game that doesn't focus on lighting, I don't think the work required would be worth it.