Difference between revisions of "Player Agency"

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(Using the pattern)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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[[Player Agency]] can be creative in games by allowing players to develop [[Gameplay Mastery]] or by letting them have [[Creative Control]]. It can also be given to players through giving them [[Exaggerated Perception of Influence]], or, rather, they can at least be given the impression of [[Player Agency]]. [[Player Agency]] can also be given about how gameplay should take place, from allowing [[Negotiable Play Sessions]] or [[Negotiable Game Sessions]] to more generally allowing games to have [[Social Adaptability]].
  
 
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[[Player Agency]] is a [[:Category:Subjective Patterns|Subjective Pattern]] and can therefore result in fickle designs. For example, the use of [[Luck]], [[Player/System Action Composites]], or [[Player Augmentations]] can support [[Player Agency]] but just as well work against it if players do not perceive the abilities they have as being under their control.
[[Player Agency]] is a [[:Category:Subjective Patterns|Subjective Pattern]] and can therefore result in fickle designs. For example,  
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the use of [[Luck]], [[Player/System Action Composites]], or [[Player Augmentations]] can support [[Player Agency]] but just as well work against it if players do not perceive the abilities they have as being under their control.
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=== Can Be Instantiated By ===
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[[Creative Control]],
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[[Gameplay Mastery]],
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Automated Responses]],  
 
[[Automated Responses]],  
[[No Direct Player Influence]],
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[[No Direct Player Influence]]
 
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 13:59, 6 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

4 Minutes and 33 Seconds of Uniqueness and Progress Quest are examples of games made to not let players have any agency while gameplay progresses. Luck-based gambling games such as Baccarat, Craps, and [[Roulette] can also be seen as anti-examples of Player Agency.


Using the pattern

Player Agency can be creative in games by allowing players to develop Gameplay Mastery or by letting them have Creative Control. It can also be given to players through giving them Exaggerated Perception of Influence, or, rather, they can at least be given the impression of Player Agency. Player Agency can also be given about how gameplay should take place, from allowing Negotiable Play Sessions or Negotiable Game Sessions to more generally allowing games to have Social Adaptability.

Player Agency is a Subjective Pattern and can therefore result in fickle designs. For example, the use of Luck, Player/System Action Composites, or Player Augmentations can support Player Agency but just as well work against it if players do not perceive the abilities they have as being under their control.

Potentially Conflicting With

Automated Responses, No Direct Player Influence

Consequences

Relations

Zero-Player Games Social Adaptability Negotiable Play Sessions Negotiable Game Sessions Exaggerated Perception of Influence

Can Instantiate

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Can Modulate

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Can Be Instantiated By

Creative Control, Gameplay Mastery, Luck, Player/System Action Composites, Player Augmentations

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Automated Responses, Luck, No Direct Player Influence, Player/System Action Composites, Player Augmentations

History

New pattern created in this wiki.

References

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Acknowledgements

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