Why do you feel it isn’t as player-driven as claimed? You mentioned it sounds like a series of old-school adventure modules, could you expand on what you mean by that, and how it connects to your view of player agency? I’m asking because I think if we dig deeper here, we might find the specific point where our perspectives diverge. Once that’s clear, the rest of our reasoning will make a lot more sense to each other.
I missed this post, so I'm going back to respond.
I think that what's happening in play as described is the GM has crafted a setting for the players to interact with. But it's a case of setting first, right? Likely the setting has been created (at least broadly) ahead of play, without regard to the characters the players will be playing.
So when play begins, the GM my offer some starting locations, each with it's own vibe or events going on, and the players will then pick what they think sounds interesting. Then play will proceed with the players going places and doing things, and that will prompt the GM to tell them what's going on in the area and what they can engage with.
So, what I'm looking at are the points of collaboration. They largely happen during play, and they seem mostly centered on the players declaring where they go, which then gives some options of things to do, and they select from those options.
When I'm running or playing in what I'd call player-driven game, I'd expect that the world would not necessarily be defined ahead of character creation. Or if it is, that it's suitably sketched so that players can contribute via their character creation. Then, I expect the GM to incorporate the players' contributions into play. These can be informal elements of backstory and the like, or they can be mechanical expressions of character such as "Drives" or "Instincts" or the like. These things are the players saying "I want play to be about THIS".
So to lean on the examples... if I have a player who makes a character who is a thief by necessity... perhaps his family was forced off their land by the local lord... then something like the Raven Marks idea may be very suitable. It seems to be right up that player's alley... it seems to speak to his character. This is me as a GM using the player's ideas to shape play. It's a more collaborative effort in that sense.
In a sandbox game I would say that players have different authority, not less.
If we need to go somewhere and my wife is driving I have less control over how we get there but I trust her driving skills so it's not like I'm sacrificing anything. In fact, I appreciate that she's driving because it gives me a chance to finish that article I was reading. It's the same with D&D. When I get the chance to play I don't want the same role or authority that the DM has. If it's a sandbox I know I'll still influence the direction of the game through what my character does.
People throw around these ideas of "authority" and "control" as if they are established fact and also that more authority over anything outside of my character is an inherent good or always beneficial. For me it's not because when I get to play I don't want any part of the GM role.
Different not less authority from the GM or different not less from players in other types of games? I'm not sure what you mean here.
As for comparisons to the real world... I think they tend to fall flat because the real world is so much different from a game. And we tend to compare the characters in the game to real people in the real world, which I don't think is a relevant comparison. We should be comparing players of a game to people in the real world, if anything.
As for whether authority and control are established fact, I think in many... likely even most... cases, they are. Whether they are desirable or not is up to each of us as individuals. If one of the enjoyments you get from playing is not having to direct play, then sure, player driven games may not appeal as much to you.
I'm not saying that one is better than the other. It's always going to be up to the individual to decide.
Okay. That's fair. There are some circumstances under which it wouldn't be bad faith. I do that that these days those would be fairly rare, though.