Worlds of Design: The Tyranny and Freedom of Player Agency

“Player agency” refers to the player being allowed by the game to do things in the game that have real consequences to the long-term course, and especially the result, not just for succeeding or failing. Some campaigns offer a lot, some only a little. Are players just following the script or do they have the opportunity to make decisions that cause their long-term results to be significantly different from another player’s?

“Player agency” refers to the player being allowed by the game to do things in the game that have real consequences to the long-term course, and especially the result, not just for succeeding or failing. Some campaigns offer a lot, some only a little. Are players just following the script or do they have the opportunity to make decisions that cause their long-term results to be significantly different from another player’s?

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Picture courtesy of Pixabay.

I play games to specifically be an agent in the universe that does effect things. I watch netflix or read books to be an observer. I have to be in control of something.” Kaze Kai

The subject of player agency is a controversial topic in game design. We have “rules emergent” games which are “open” versus “progressive” games which are “closed”; or “sandbox” which is open versus “linear” which is closed. The first of each pair can also lead to strong player agency, the second almost never does. I'll add a third one: games, which are open, versus puzzles, which are closed, because in a pure puzzle you must follow the solution devised by the designer.

Player agency is important because many long-time gamers want control, want agency, yet many game and adventure makers want control themselves, and take it away from players. It’s the difference between, say, Candyland or Snakes & Ladders(no agency), and games like Diplomacy and Carcassonne. For adults, Tic-Tac-Toe has no practical player agency, as it is a puzzle that is always a draw when well-played.

When a GM runs a particular adventure for several groups, do the results tend to be the same for each group (beyond whether they succeed or fail), or do the results tend to be “all over the map”? If the former, it leans toward being a linear adventure, while if the latter, it’s more “sandbox.”

Books can help us understand this. Most novels have no “reader agency”; the reader is “just along for the ride." Films offer no viewer agency. On the other hand, “Fighting Fantasy” and similar “you are there and you make the choices” books, where you choose what to do next from among about three possible actions, gives the reader-player agency over the short term. (Dark Mirror’s Bandersnatch is a more recent example.) Though in the end, if the player succeeds, there may be only one kind of success. Video games usually let players influence the small-scale/short term stuff a little, but not the large scale.

In between broad player agency and no player agency can be found games with false impressions of player agency, which you can recreate in an RPG adventure just as well as in a standalone game. The Walking Dead video game was often praised for the choices the player had to make, but in the end it all comes out the same way no matter what the player does (see this reference for a diagram of all the choices). Mass Effect is another game highly touted for player choices that ended up in the same place despite their decisions.

Full player agency creates story branches that don’t come back to the same place; the player’s choices just continues to branch. The reason this is rare in video games is because more choices and branches means more development, which costs money. In tabletop RPGs, a good GM can provide whatever branching is needed, on the fly if necessary.

The one place where player agency is seldom in question is in competitive tabletop games, especially wargames. Even there, many of the old SPI games more or less forced players to follow history. And many Eurostyle “games” are more puzzles than games, hence players must follow one of several solutions (“paths to victory”).

Why would a designer not provide Agency? I don’t understand it emotionally myself, but I can understand it intellectually. Some game designers are frustrated storytellers (or puzzle-makers) who have chosen not to use traditional forms such as novels, film, plays, oral storytelling. They want to provide “experiences." But in order to do so in a medium not as suited for it, they must introduce limitations on players in order to retain control of the narrative.

Only games (as opposed to novels or films) offer the choice of agency or not. There’s nothing wrong with a “lack of agency”, if that’s what players expect – as in a typical film or novel. I am not saying it’s wrong, just that most highly experienced game players don’t like lack of player agency.

I recommend you ask yourself a general question: “am I imposing my ideas and notions on the game, or allowing the players to use theirs?” Part of that answer is relevant to player agency. What you want the answer to be is up to you.

This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

dragoner

KosmicRPG.com
Yes, and of course game companies do need things to sell.

Good adventures seem to sell, that's usually what one sees people asking for.

Too many rules? The rules lawyers and power gamers have a field day and everyone else just gets bored.

The bolded part can't be stressed enough, bad GM'ing can be fixed, but the rules lawyering drove a lot of people away from D&D at least in that time period.

Many of those modules really aren't that good.

Yeah, eventually we moved on to stuff like the Thieves' World box or MERP, sandboxes incidentally.
 

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Jay Verkuilen

Grand Master of Artificial Flowers
Good adventures seem to sell, that's usually what one sees people asking for.

True, though they're not really big sellers the way that I think companies wanted splatbooks to be since nearly everybody might buy a splatbook but only folks who GM tend to buy adventures.


The bolded part can't be stressed enough, bad GM'ing can be fixed, but the rules lawyering drove a lot of people away from D&D at least in that time period.

I certainly agree about the downsides of rules lawyering but in many ways, the rules specificity was an attempt at trying to fix a lot of the bad DMing and deal with areas that had been pervasive issues. Overall the designers wanted to unify and smooth out the experience. Certainly I think this was a big motive for both 3.X and 4E. I know some folks who really loved 4E because of how much it took quite a lot of decision making out of the DM's hands. Of course, this was precisely why I didn't like DMing 4E, but there are folks here who will very much defend that aspect of 4E. All that said, I definitely found players who'd been not at all rules-lawyery became much more so in 4E. Other people had this experience in 3E, but for me it was 4E where that happened.
 

Jay Verkuilen

Grand Master of Artificial Flowers
the simplest case to exemplify: Mazes. <snip>

Those are some very good examples. Also, if the puzzle is written in a somewhat abstract way that involves rolling skill checks. I've used puzzles that involved checks and player deduction. For example I recently did a puzzle lock that had the Towers of Hanoi but allowed the PCs to interact with the lock using various skill checks to get hints. Yeah, skill challenges weren't very well implemented in 4E but the basic idea was a good one.
 

Jay Verkuilen

Grand Master of Artificial Flowers
The range of meaningful actions must be reduced to a level where the GM can handle it; the ability of players to affect the story to a range of meaningful outcomes also is reduced, but the value of that is, in fact more playability, in that the GM has less to think of and has scaffolding upon which to hang, the actions of the players and judge their impact.

Yeah, you need to have enough things to do so it feels like there are tangible and important actions to take that aren't just repetitive, but not so many that the game bogs down in meaningless character sheet searching, which is one of the banes of higher level play.

If Player A has total agency, no one else has any. If all players have equal agency, none have total agency. While I hesitate to describe group total agency as a zero-sum-game situation, in many ways it is.

If A isn't allowed to make meaningful changes to B, then A's agency is limited. If A is required to use mechanics to affect meaningful changes to B, that's still restricting A's agency... but it does so in a manner that makes it potentially more practical.

Oh I agree, effective PC agency really is kind of a constant sum game. This gets to issues of game balance, since a character whose contributions per round are minimal or unimportant isn't going to be fun to play for most people. It impacts adventure design, too. It's one reason why I tend to think that characters should be at least able to contribute to some degree in any aspect of the game and am wary of one-trick ponies.
 

dragoner

KosmicRPG.com
True, though they're not really big sellers the way that I think companies wanted splatbooks to be since nearly everybody might buy a splatbook but only folks who GM tend to buy adventures.

Splatbooks are good if they are adding usable material; though I'd say there are two types of people that buy RPG books: GM's and collectors, the collectors will buy everything. GM's are a different animal in that in selling them books, they are trying to get them to run the game (I know my group is "run what you brung" because the players rarely buy the books, as GM I often will buy two of the core rules), while simultaneously create new GM's. I see alot of core rules released without any adventures, and while other companies seem to sell the same adventure over and over.

It all circles around to whatever it is, it has to be good.


I certainly agree about the downsides of rules lawyering but in many ways, the rules specificity was an attempt at trying to fix a lot of the bad DMing and deal with areas that had been pervasive issues. Overall the designers wanted to unify and smooth out the experience. Certainly I think this was a big motive for both 3.X and 4E.

I saw it really begin with 2e, and that probably had a big effect on 3&4 being the way they were. Rules lawyering goes beyond just comprehensive sets of rules, it delves into some players trying to ad hoc re-write the rules at the table, because "that is not the way it works" such as they read some book on medieval swords. Large sets of rules I think also act as barrier against new GM's, because it represents a fair amount of study for rules mastery.
 

Jay Verkuilen

Grand Master of Artificial Flowers
Splatbooks are good if they are adding usable material; <...> It all circles around to whatever it is, it has to be good.

Unfortunately what "good" means is often hard to know and can run the risk of becoming a tautology.


GM's are a different animal in that in selling them books, they are trying to get them to run the game (I know my group is "run what you brung" because the players rarely buy the books, as GM I often will buy two of the core rules),

Certainly, but I think game companies are always trying to crack the much larger base of players to get them to buy books, which is one reason for splatbooks. While White Wolf was most famous for them, arguably TSR invented them with the Complete * Handbook series.


I see alot of core rules released without any adventures, and while other companies seem to sell the same adventure over and over.

Indeed this is common. I suspect a lot of games are actually essentially coffee table books for gamers.


I saw it really begin with 2e, and that probably had a big effect on 3&4 being the way they were.

Rules lawyering goes way back and each edition was in many ways a reaction to the previous ones. This isn't nuts, mind you, and there are many reasons to do a new edition. However, it's always tricky when a new edition comes out, much like an artistic change for a band.


Rules lawyering goes beyond just comprehensive sets of rules, it delves into some players trying to ad hoc re-write the rules at the table, because "that is not the way it works" such as they read some book on medieval swords.

That's certainly true but it's not the kind of RAW-type rules lawyering that seemed to replace the "let's make a deal" variety that used to be present.


Large sets of rules I think also act as barrier against new GM's, because it represents a fair amount of study for rules mastery.

So do small sets of rules which require lots of ad hoc rulings.
 

jasper

Rotten DM
I don't care how big your sandbox is, sooner or later you are going discover the cat turd. What the OP forgets is some time player agency branches onto a dead limb and the players are actively sitting on the limb while sawing it off the tree.
 

One thing that's missing in the discussion is player agency, as the OP defines it, can be had through character development. Learning to wield a sword, learning new spells, learning skills, etc. are all player agency according to the definition. The character learning these things is impacting the game through their character development choices.
 

dragoner

KosmicRPG.com
Unfortunately what "good" means is often hard to know and can run the risk of becoming a tautology.

It bears repeating; better people than I have set forth rules for good literature, my perspective is the cow's: "I know what I like". Though the good does usually stand the test of time, and in literature, I do the same for RPG's, looking to authors I like. Literature is different from RPG's, I know, and I think the hobbyist aspect keeps criticism tame versus literature in general.


Indeed this is common. I suspect a lot of games are actually essentially coffee table books for gamers.

Pretty much, wandering the vendors floor at GenCon, there are glorious, beautiful game books that I have never heard of, and then never hear of again.


So do small sets of rules which require lots of ad hoc rulings.

From my POV, I find a 150 page book less intimidating than a 300 page book; ad hoc rulings depend on other factors, if the core rules aren't so good, even 600 pages can wind up being house ruled to death to be playable. I prefer a good concise set of core rules, in order to know them, and be able to quickly explain them to the players. There is also a benefit there of using an already known set of rules, and building a setting on top of that, less effort involved bringing it to the table.
 

S'mon

Legend
I don't care how big your sandbox is, sooner or later you are going discover the cat turd. What the OP forgets is some time player agency branches onto a dead limb and the players are actively sitting on the limb while sawing it off the tree.

Well that sounds like fun. Seeing what PCs do when the cat turd hits the litterbox can be very enjoyable...
 

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