Difference between revisions of "Player Agency"
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− | [[Player Agency]] is a [[Category:Subjective Patterns|Subjective Pattern]] and can therefore result in fickle designs. For example, | + | [[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. | 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. | ||
Revision as of 13:52, 6 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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 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.
Can Be Instantiated By
Creative Control, Gameplay Mastery,
Potentially Conflicting With
Automated Responses, No Direct Player Influence,
Diegetic Aspects
Interface Aspects
Narration Aspects
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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