Campbell
Relaxed Intensity
There are circumstances where people in real life have very limited agency. A prisoner in jail only has a small amount, someone who is very poor will typically have less than someone who is financially stable and so on. But no person in real life is always going to achieve their goals, they are not always going to know the odds of success, will not always know the outcomes. Those things can be added to a game, but at that point you're no longer talking about the real world definition of agency.
In a linear games you're very limited on what options you have to have real long term impact, in my living world sandbox game you have far more options. Infinite options? No, because we all agreed on broad outlines of the campaign when we started the game. Control over how other NPCs react, or fictional world events that you haven't interacted with? Again, in my game, no. Just like I can't control whether my wife wants to go to a movie, all I can do is ask and attempt to convince her to go. I can exert my will and have a meaningful chance to change my environment but there are no guarantees of success.
All I'm talking about here is basic interaction design. Is there a reliable to get information about the environment before you need to act upon it? Are the consequences of success and failure knowable? Are they a bunch of secret backstory or unknowable setting elements that create chain reactions that result in the sorts of changes we are striving towards resulting in unknowable consequence chains? It's just basic game-ability of the setting and scenario.
Not looking to control things. Just have reliable indications of how to influence them.
Can we please reset this conversation with the idea that I have multiple decades of experience playing and running roleplaying games and not someone you should have to explain basics to.