EzekielRaiden
Follower of the Way
I mean, I kind of already addressed this...multiple times.What you wrote before and after that is appreciated. But the quote above illustrates why there’s strong pushback from myself and others in this thread.
The different variations of agency serve different creative goals. They promote different kinds of change, and they rely on different expectations for how information is presented and used in play.
There’s no universal scale to measure “real change” or “decent information quality.” These concepts aren’t absolutes, they’re shaped by the purpose of the campaign and the procedures that support it. There are always trade-offs. Doing one thing a certain way will naturally emphasize some aspects of play over others. They are RELATIVE to the creative goals the group, or designer set for themselves.
That’s why the quote is a problem: it assumes a singular, idealized form of agency, rather than recognizing that different games pursue different goals and structure agency accordingly.
And this ties back to what I said to Old Fezziwig: the hobby is already expansive. We’re not stuck waiting on permission from some central authority. Anyone with a vision can build the campaign structure or system they want and get it into the hands of players who want that experience. Whether it's a living world sandbox, a narrative-first framework, or something in between, the tools are there.
So instead of framing certain approaches as failing some ideal model of design, the better question is: does it do what it set out to do, and for whom?
Sandbox-y games work to maximize agency in both amount and kind. The more kinds of agency, and the greater the quantities thereof, the more sandbox-y the game is. Hence why I said a game like Ironsworn is so well-suited to nearly maximal sandbox-y play, because it puts nearly all kinds of agency front and center, at pretty dang high levels. Someone who wants less agency may not necessarily want an outright non-sandbox game. But they may want a less sandbox-y game than Ironsworn generally provides. There's nothing wrong with that: there are degrees of sandbox, it's one broad side of a spectrum.
And, likewise, there are games that are more or less railroad-y, and I gave clear examples thereof. E.g. playing truly metaplot-focused, pregen-character-based Dragonlance adventures is about as close as it gets to a "perfect" railroad. There is a prewritten plot that neither can nor should be deviated from, and the players basically only have agency over the spoken dialogue and specific combat actions of their characters; otherwise, everything else is either fixed or very close to fixed. Whereas something like a branching-path game, where the DM prepares (say) 2-4 branches at any given juncture, where a specific set of events will follow from that choice and not much other than the specific things the DM has prepared will occur, there's rather more agency, and while the DM is still rather heavily "writing" what is going to happen, it's got a degree of flexibility--I'd put such a game only very slightly on the railroad-y side of neutral. (Conversely, a game where the party moves from one medium-large open area to another, with the order of those open areas firmly fixed but the party able to interact or not interact with nearly anything within each of those areas, would be just barely on the "sandbox" side of neutral in my book. Hence why video games that use that sort of style may be referred to as "sandbox" games even though they're only lightly so, because even "lightly sandbox-y" is hard for video games to do!)