Difference between revisions of "Player Agency"

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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]].  
 
[[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 [[: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.
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Some patterns works directly against [[Player Agency]] and should therefore be avoided or considered extra times before used together with it. Examples of these patterns include [[Automated Responses]], [[No Direct Player Influence]], and [[Zero-Player Games]].  
  
=== Potentially Conflicting With ===
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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.
[[Automated Responses]],  
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[[No Direct Player Influence]]
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[[Zero-Player Games]]
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== Consequences ==
 
== Consequences ==

Revision as of 14:15, 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.

Some patterns works directly against Player Agency and should therefore be avoided or considered extra times before used together with it. Examples of these patterns include Automated Responses, No Direct Player Influence, and Zero-Player Games.

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.

Consequences

Since Player Agency can make players feel that they can affect and at least partially control gameplay, it can provide Emotional Engrossment to them.

Relations

Can Instantiate

Emotional Engrossment

Can Modulate

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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

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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, Zero-Player Games

History

New pattern created in this wiki.

References

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Acknowledgements

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