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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Pedantic" data-source="post: 9101299" data-attributes="member: 6690965"><p>I am really confused by this post, as you seem to be entirely agreeing with an argument you seem to be trying to address, except for the bolded above? Unless I completely misunderstand [USER=71699]@clearstream[/USER] the point is precisely that playing make believe does not provide more agency, or more specifically, doesn't provide a valid comparison for agency.</p><p></p><p></p><p>Setting aside the question of knowability (is it a game if a computer can solve it but most humans can't?), if there's a "maximally effective choice" within the context of a game, there is not a meaning choice at all*, and thus no real agency. You seem to be suggesting the player should be simultaneously playing two games; one that is serviced by "practicable agency" as you proposed, but also a game that is measuring difficulty and success along some other axis?</p><p></p><p></p><p>Fundamentally, this seems to be in agreement with the point that was being made. Agency can't be evaluated outside the context of a known set of goals of a given game. By proposing changes that "increased the agency" of a player under the incorrect set of goals for the game in question, actual agency measured in accordance with the actual goals of the game was decreased, the "penalty in other aspects" as you put it.</p><p></p><p><span style="font-size: 10px">*Choosing to play badly is usually, as [USER=71699]@clearstream[/USER] would put it, outside the lusory means. In contexts players believe it is appropriate, it usually means they're not playing the game they claim to be playing and are either playing a different game, or have stopped playing a game altogether. </span></p></blockquote><p></p>
[QUOTE="Pedantic, post: 9101299, member: 6690965"] I am really confused by this post, as you seem to be entirely agreeing with an argument you seem to be trying to address, except for the bolded above? Unless I completely misunderstand [USER=71699]@clearstream[/USER] the point is precisely that playing make believe does not provide more agency, or more specifically, doesn't provide a valid comparison for agency. Setting aside the question of knowability (is it a game if a computer can solve it but most humans can't?), if there's a "maximally effective choice" within the context of a game, there is not a meaning choice at all*, and thus no real agency. You seem to be suggesting the player should be simultaneously playing two games; one that is serviced by "practicable agency" as you proposed, but also a game that is measuring difficulty and success along some other axis? Fundamentally, this seems to be in agreement with the point that was being made. Agency can't be evaluated outside the context of a known set of goals of a given game. By proposing changes that "increased the agency" of a player under the incorrect set of goals for the game in question, actual agency measured in accordance with the actual goals of the game was decreased, the "penalty in other aspects" as you put it. [SIZE=2]*Choosing to play badly is usually, as [USER=71699]@clearstream[/USER] would put it, outside the lusory means. In contexts players believe it is appropriate, it usually means they're not playing the game they claim to be playing and are either playing a different game, or have stopped playing a game altogether. [/SIZE] [/QUOTE]
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