Difference between revisions of "Player Agency"

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[[Category:Potential Top Patterns]]
 
[[Category:Potential Top Patterns]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
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[[Category:Subjective Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
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==== Anti-Examples ====
 
==== Anti-Examples ====
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[[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]].
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== Using the pattern ==
 
== Using the pattern ==
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[[Player Agency]] is a [[Category:Subjective Patterns|Subjective Pattern]] and can therefore be difficult to design for.
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[[Luck]],
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[[Player/System Action Composites]],
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[[Player Augmentations]]
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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 ===
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[[Automated Responses]],
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[[No Direct Player Influence]],
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 13:50, 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 is a and can therefore be difficult to design for.

Luck, Player/System Action Composites, Player Augmentations

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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