Worlds of Design: The Tyranny and Freedom of Player Agency

“Player agency” refers to the player being allowed by the game to do things in the game that have real consequences to the long-term course, and especially the result, not just for succeeding or failing. Some campaigns offer a lot, some only a little. Are players just following the script or do they have the opportunity to make decisions that cause their long-term results to be significantly different from another player’s?

maze-1804499_960_720.jpg

Picture courtesy of Pixabay.

I play games to specifically be an agent in the universe that does effect things. I watch netflix or read books to be an observer. I have to be in control of something.” Kaze Kai

The subject of player agency is a controversial topic in game design. We have “rules emergent” games which are “open” versus “progressive” games which are “closed”; or “sandbox” which is open versus “linear” which is closed. The first of each pair can also lead to strong player agency, the second almost never does. I'll add a third one: games, which are open, versus puzzles, which are closed, because in a pure puzzle you must follow the solution devised by the designer.

Player agency is important because many long-time gamers want control, want agency, yet many game and adventure makers want control themselves, and take it away from players. It’s the difference between, say, Candyland or Snakes & Ladders(no agency), and games like Diplomacy and Carcassonne. For adults, Tic-Tac-Toe has no practical player agency, as it is a puzzle that is always a draw when well-played.

When a GM runs a particular adventure for several groups, do the results tend to be the same for each group (beyond whether they succeed or fail), or do the results tend to be “all over the map”? If the former, it leans toward being a linear adventure, while if the latter, it’s more “sandbox.”

Books can help us understand this. Most novels have no “reader agency”; the reader is “just along for the ride." Films offer no viewer agency. On the other hand, “Fighting Fantasy” and similar “you are there and you make the choices” books, where you choose what to do next from among about three possible actions, gives the reader-player agency over the short term. (Dark Mirror’s Bandersnatch is a more recent example.) Though in the end, if the player succeeds, there may be only one kind of success. Video games usually let players influence the small-scale/short term stuff a little, but not the large scale.

In between broad player agency and no player agency can be found games with false impressions of player agency, which you can recreate in an RPG adventure just as well as in a standalone game. The Walking Dead video game was often praised for the choices the player had to make, but in the end it all comes out the same way no matter what the player does (see this reference for a diagram of all the choices). Mass Effect is another game highly touted for player choices that ended up in the same place despite their decisions.

Full player agency creates story branches that don’t come back to the same place; the player’s choices just continues to branch. The reason this is rare in video games is because more choices and branches means more development, which costs money. In tabletop RPGs, a good GM can provide whatever branching is needed, on the fly if necessary.

The one place where player agency is seldom in question is in competitive tabletop games, especially wargames. Even there, many of the old SPI games more or less forced players to follow history. And many Eurostyle “games” are more puzzles than games, hence players must follow one of several solutions (“paths to victory”).

Why would a designer not provide Agency? I don’t understand it emotionally myself, but I can understand it intellectually. Some game designers are frustrated storytellers (or puzzle-makers) who have chosen not to use traditional forms such as novels, film, plays, oral storytelling. They want to provide “experiences." But in order to do so in a medium not as suited for it, they must introduce limitations on players in order to retain control of the narrative.

Only games (as opposed to novels or films) offer the choice of agency or not. There’s nothing wrong with a “lack of agency”, if that’s what players expect – as in a typical film or novel. I am not saying it’s wrong, just that most highly experienced game players don’t like lack of player agency.

I recommend you ask yourself a general question: “am I imposing my ideas and notions on the game, or allowing the players to use theirs?” Part of that answer is relevant to player agency. What you want the answer to be is up to you.

This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 
Last edited by a moderator:

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

S'mon

Legend
Generally when I run a game that I do preparation for like Moldvay B/X or Apocalypse World I expect prepared material to go unseen. I do not see it as a waste because the point of prep is to provide players with an environment in which to make meaningful choices that impact the game state. It is not to show off my prep. The prep serves play. Not the other way around.

I definitely find great value in unused material. Not just that it gives players choices; it also informs future games and goes a long way to making the world feel real to me, which then feeds through to the players.
 

log in or register to remove this ad

aramis erak

Legend
It bears repeating; better people than I have set forth rules for good literature, my perspective is the cow's: "I know what I like". Though the good does usually stand the test of time, and in literature, I do the same for RPG's, looking to authors I like. Literature is different from RPG's, I know, and I think the hobbyist aspect keeps criticism tame versus literature in general.
Quality and commercial success are not tightly bound to each other.

Brand loyalty and "audience inertia" are huge factors in games that have limited comparison in literature...

Then again, a lot of people think Shakespeare's plays high art, when his contemporaries decried him as being base and written for amusing the masses. Essentially, Shakespeare was more comparable to the Cohen Brothers or JJ Abrams than to Spike Lee, George Lucas, or Steven Spielberg. And yet, who do we know now? Shakespeare's contemporaries are mostly unknown to the common English speaker.
 

Umbran

Mod Squad
Staff member
Supporter
Then again, a lot of people think Shakespeare's plays high art, when his contemporaries decried him as being base and written for amusing the masses. Essentially, Shakespeare was more comparable to the Cohen Brothers or JJ Abrams than to Spike Lee, George Lucas, or Steven Spielberg.

Because... Lucas and Spielberg are somehow strangers to making things that are amusing to the masses? Makers of some of the largest, most popular franchises ever, aren't amusing the masses? Star Wars. Indiana Jones, 1941, Jurassic Park, Ready Player One. These, clearly, are all highbrow, with little mass appeal....

Wait, what?

And... the fact the his contemporaries say a thing against his work, doesn't make that thing true. Contemporaries can say a lot of untrue crud - tearing down others to make yourself look good is as old as humanity, after all.
 
Last edited:

dragoner

KosmicRPG.com
Quality and commercial success are not tightly bound to each other.

All other things being equal, good is better than bad.

Brand loyalty and "audience inertia" are huge factors in games that have limited comparison in literature...

Someone should have told me that before I read that last Dune book.

Then again, a lot of people think Shakespeare's plays high art, when his contemporaries decried him as being base and written for amusing the masses. Essentially, Shakespeare was more comparable to the Cohen Brothers or JJ Abrams than to Spike Lee, George Lucas, or Steven Spielberg. And yet, who do we know now? Shakespeare's contemporaries are mostly unknown to the common English speaker.

Good 'ol Shakey. There is a good book on the reason why hollywood is the way it is called: "Easy Riders, Raging Bulls" Easy Riders, Raging Bulls - Wikipedia Funny that Coppola is more successful for his winery than movies, even though one hears that a movie like Apocalypse Now could never be made again, and simultaneously, Bourdain went to Vietnam, and found that they there were pointing to it as the relevant historical document. Such is the world of art.
 

Jay Verkuilen

Grand Master of Artificial Flowers
Quality and commercial success are not tightly bound to each other.

Brand loyalty and "audience inertia" are huge factors in games that have limited comparison in literature...

That is so, so true. It's particularly so with something that requires group buy in, like gaming. A lot of pop culture is like that too, insofar as it get reinforced by collective conversation. Look how fast Game of Thrones has disappeared now that there are no new episodes. But gaming is very much driven by what you can get a group together for and, for many people, that's D&D, which has often been the only game in town.
 


Jay Verkuilen

Grand Master of Artificial Flowers
What is your favorite game, if I may ask?

Unquestionably the game I've played/run the most over the years is D&D and my favorite version of it is my house-ruled-to-my-taste 2E. I'm still running a campaign that I started in 1999, albeit with some substantial periods of hiatus. However, I have definitely enjoyed other games quite a bit over the years, most notably some of White Wolf's games (World of Darkness, especially Mage: the Ascension; Adventure!/Aberrant/Trinity, Exalted) and, more recently, the Modiphius 2D20 games (Star Trek Adventures, Conan, John Carter). At one point I ran a lot of Warhammer FRP (first edition, with some house rules) and Fading Suns.
 
Last edited:

dragoner

KosmicRPG.com
Unquestionably the game I've played/run the most over the years is D&D and my favorite version of it is my house-ruled-to-my-taste 2E. I'm still running a campaign that I started in 1999, albeit with some substantial periods of hiatus. However, I have definitely enjoyed other games quite a bit over the years, most notably some of White Wolf's games (World of Darkness, especially Mage: the Ascension; Adventure!/Aberrant/Trinity, Exalted) and, more recently, the Modiphius 2D20 games (Star Trek Adventures, Conan, John Carter). At one point I ran a lot of Warhammer FRP (first edition, with some house rules) and Fading Suns.

Add Traveller and some flavor of BRP like Call of Cthulhu, and that is similar to my experience. D&D is big because they have their 4P's* in a row, that is to be expected from a larger firm. I have played it, I think it is of decent quality, I am surprised that other companies haven't followed their business plan. Some, like what were big (according to Morrus' charts) 15 years ago, put out a mediocre set of rules, don't have the 4P's going, and sit back and complain "piracy" is at fault for their not doing well.

*The four Ps are: product, price, place and promotion.
 

aramis erak

Legend
@dragoner - Hey, I said "limited" not "no" ... I got off the Dune bus at Paul of Dune...

As for the 4P's - nicely stated... but there are also the 3 C's...
Complexity, Continuity and Consistency.

D&D has increasing complexity for the players. I hate high-level D&D 3.x and 5e because the complexity gets too high... Pathfinder starts higher, and climbs at the same rate as D&D...
this makes D&D a good starter game.

Continuity - D&D adventures have been able to be easily ported to new editions because of continuity of concepts and continuity of critters...
Not unlike how TNE, while a different game system from CT or MT, can readily use CT or MT materials - even the critters can be ported by looking at the entry from CT or MT generation then finding the comparable stats on the TNE ones.

Consistency: while D&D has very few absolutely stellar things, it also has very few that suck. Most of the official adventures are good; comparatively, better than the rules. and they are consistent with the settings, as well.

There's also the other consistency - that of internal mechanics. This is where 3.X, 4.X and 5E D&D have it all over prior editions. 1 mechanic, rather than 3, for resolving actions. (AD&D: thief/ranger skills are D%, Saves and attacks are roll high d20 vs table, proficiencies d20 under stat+modifier; AD&D 2 Psionics adds HIgher but under.)

So why D&D isn't a great game as game engine, it's a great ecosystem for a new player or GM.

And then, there's the one thing that makes D&D (and PF, and T&T) especially suitable for novice or harried GM's - the Dungeon. It's a great way to limit low-to-mid level parties to a predictable but branching script. Its not hard to draw a dungeon and stock it.

I'll note that 5E is my favorite D&D; 4E could have been - but not as D&D. The big issue was the complexity of the powers-blocks. The rest of it was just fine.

The combination of all those elements really makes D&D good enough for most, even where not preferable for a large subset.
 

dragoner

KosmicRPG.com
The combination of all those elements really makes D&D good enough for most, even where not preferable for a large subset.

I think D&D and Pathfinder are great games, I am happy for those that love them. If I have ever said anything that seems derogatory towards them, it is most likely my poor grip on English, and Slavic bluntness; not any intent to insult. I do agree that the dungeon is a great way to set up a game for beginners.

The 3C's are interesting concept, how would you place Zweihander in there? I see it at Barnes & Noble here, and I here it is at Target as well. I sort of clued in that the designer was a marketing professional, as my ex-wife is one.

Complexity is a thing, I used to love it, such as going from Gamma World 1e to Aftermath (my God, it's full of crunch!), not so much anymore. I think if I were to design a game, it would be like the AK 47: crude, yet durable, and using mechanics that are proven to function.
 

Related Articles

Remove ads

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top