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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="GrahamWills" data-source="post: 7788104" data-attributes="member: 75787"><p>Another in a long line of threads where we will get bogged down in semantics. No-one can agree on what railroading, sandbox games, player agency or the like really mean, but everyone knows what they like and what works:</p><p></p><p><strong>Players get to make choices that affect the world, while collaborating with the GM to build a story, occasionally by generating it and occasionally by fleshing out the GM's story. </strong></p><p></p><p>Paragraphs like the following are phenomenally unhelpful:</p><p></p><p><em>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</em></p><p></p><p>Seven different terms defined that no-one agrees over (Do "progressive" games have Elizabeth Warren as their President?) and a statement that is therefore meaningless. As a capstone, A re-definition of the word "puzzle" to be "puzzle that has only one solution" to make the point a tautology -- "<em>puzzles that only have one solution are closed because in a puzzle that has only one solution you must follow the solution devised by the designer"</em></p><p></p><p>This is a plea to stop using jargon and start trying to make sense. If your argument can't be stated in plain english, it's not helpful just to add jargon and then start arguing over the meaning of jargon.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 7788104, member: 75787"] Another in a long line of threads where we will get bogged down in semantics. No-one can agree on what railroading, sandbox games, player agency or the like really mean, but everyone knows what they like and what works: [B]Players get to make choices that affect the world, while collaborating with the GM to build a story, occasionally by generating it and occasionally by fleshing out the GM's story. [/B] Paragraphs like the following are phenomenally unhelpful: [I]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[/I] Seven different terms defined that no-one agrees over (Do "progressive" games have Elizabeth Warren as their President?) and a statement that is therefore meaningless. As a capstone, A re-definition of the word "puzzle" to be "puzzle that has only one solution" to make the point a tautology -- "[I]puzzles that only have one solution are closed because in a puzzle that has only one solution you must follow the solution devised by the designer"[/I] This is a plea to stop using jargon and start trying to make sense. If your argument can't be stated in plain english, it's not helpful just to add jargon and then start arguing over the meaning of jargon. [/QUOTE]
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