Difference between revisions of "Player Agency"

From gdp3
Jump to: navigation, search
(Using the pattern)
(Relations)
Line 33: Line 33:
  
 
== Relations ==
 
== Relations ==
 
[[Zero-Player Games]]
 
[[Social Adaptability]]
 
[[Negotiable Play Sessions]]
 
[[Negotiable Game Sessions]]
 
[[Exaggerated Perception of Influence]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
-
 
-
Line 48: Line 41:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Creative Control]],  
 
[[Creative Control]],  
 +
[[Exaggerated Perception of Influence]],
 
[[Gameplay Mastery]],  
 
[[Gameplay Mastery]],  
 +
[[Negotiable Game Sessions]],
 +
[[Negotiable Play Sessions]],
 
[[Luck]],  
 
[[Luck]],  
 
[[Player/System Action Composites]],  
 
[[Player/System Action Composites]],  
[[Player Augmentations]]
+
[[Player Augmentations]],
 +
[[Social Adaptability]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
Line 64: Line 61:
 
[[No Direct Player Influence]],  
 
[[No Direct Player Influence]],  
 
[[Player/System Action Composites]],  
 
[[Player/System Action Composites]],  
[[Player Augmentations]]
+
[[Player Augmentations]],
 +
[[Zero-Player Games]]
  
 
== History ==
 
== History ==

Revision as of 14:00, 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

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Creative Control, Exaggerated Perception of Influence, Gameplay Mastery, Negotiable Game Sessions, Negotiable Play Sessions, Luck, Player/System Action Composites, Player Augmentations, Social Adaptability

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

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

History

New pattern created in this wiki.

References

-

Acknowledgements

-