I advocated for giving the players what information their characters would have in that situation. Now I didn't say doing it differently was wrong, or provided less agency. I just made the point that not giving the player meta knowledge about what is behind a rock obstructing their view isn't inhibiting agency. Again, you are making really strange arguments here, that you have to give maximal information for characters to have agency, and it seems to be an agenda driven argument (because you are consistently labeling high agency styles of play as having much more limited agency).
Information is how players engage with a game. Any game.
It doesn't mean that there cannot be hidden information. The board game Clue came up in one of the recent threads on the topic... the whole point of play is the find out what's hidden in the envelope. Players exercise their agency by making the moves that the game allows to declare their theories, which help them eliminate suspects, weapons, and rooms until they believe that they know what's in the envelope.
They can fail. They can act on less information than is ideal. What doesn't happen is that information that could be available to them is instead not provided to them. There isn't a GM who says "Sorry, you can't go into the Conservatory right now... Miss Scarlet and Professor Plum are inside and have locked the doors" or "Sorry, Mrs. White doesn't answer your summons to the Study, so you can't cross her off your list this round."
There's no GM judgment that potentially blocks information. That you consider this "meta" in some way is telling. You're too focused on the make believe of play rather than the play of the game.
As for my "agenda", I've said this is simply my observation based on my experiences with GMing and playing this type of game, and the descriptions offered here by others.
And our point is it is the prime focus. Agency is the main focus. It is the overriding concern when you run a sandbox. The problem is, you have redefined agency to make sandboxes seem more limited than they really are. I remember when these agency-sandbox threads first started cropping up here, and it was a direct response to the claim that sandboxes were providing choice (and it came on the heels of the whole kitty box argument that sandboxes are really just a choice between multiple railroads).
Living world also does not have to mean realistic by the way. That frequently happens because a lot of living world sandboxes come from a gaming culture that likes naturalism in RPGs. But you don't need that for it to be a living world. It could be a cartoon world and still be a living one.
I don't think I'm "redefining" agency to match any preference of mine so much as you've already limited it to match your preference. I'm looking at player agency as the agency that a player of a game has. I don't see the need to limit it in some artificial way as you have done.
I don't think sandbox play is just a choice between railroads. I think it does allow for choice. I do think it's very focused on GM-authored material... so I think that although it allows for player freedom to engage with the material how they like (within the constraints of the fictional world of play), it doesn't go as far as many claim when it comes to player-focus.
And yes, I'm viewing any mention of "realism" as "consistent and plausible", meaning that there is some sort of logic applied to the events of play determined by the GM.
There's only one type of agency that you personally care about because it includes having influence on the world outside of what your character says and does. I, and others, don't include that as something that matters.
No, there's only one type of agency. You and others don't care about player agency beyond what the character says and does. Hence, you prioritize that over player agency, with that being something like "immersion" or something similar.
And that’s your opinion, not @AlViking’s, and not mine. If you view that as the gold standard, great for you. But it’s not the case for others. Your views make sense within that framework, so I understand what you're saying. Just don’t expect agreement from those who don’t share your premise.
Likewise, I don’t expect you to agree with my views, but I hope by now you’ve read enough to understand why I hold them. And from the length of your exchange with
@AlViking, I think it’s fair to say you understand his views as well.
I don't view it as the gold standard. I am not making any value judgment. I've pointed out many times that I play and run these sorts of games and have a perfectly good time doing so. There is nothing wrong with them in any way. My statements are made as neutrally as I can manage. I enjoy these games, I also enjoy Narrativist or Story Now games.
I absolutely understand why people limit agency to only that of what the characters know and can do. It's a very standard approach to play.