Player Agency? It's a Lie.
What if everything you believe about choice in video games is a carefully constructed lie? Player agency, the feeling that your actions matter, is central to modern game design. But how much of that promise is real? This article explores the illusion of player agency, how developers create the feeling of choice within controlled systems, and the ethical questions that arise.
Defining and Understanding Player Agency
Player agency is the feeling that a player’s actions have a meaningful impact on the game world. It’s valued because it increases engagement and investment.
But there’s a crucial difference between real agency and the illusion of agency. Real agency means the player’s choices genuinely alter the game state in significant and unpredictable ways. The illusion of agency provides the feeling of impact, even if the underlying structure is carefully controlled.
Agency comes in many flavors. Narrative agency affects the story. Mechanical agency gives control over gameplay. Strategic agency involves resource decisions. Expressive agency allows for customization.
The spectrum ranges from linear experiences to emergent gameplay. Linear games offer minimal impact. Emergent gameplay creates unpredictable outcomes.
Techniques for Creating the Illusion of Choice
Developers use techniques to create the illusion of choice. Branching narratives present choices, but their impact may be limited. Often, they converge.
Cosmetic choices provide a sense of ownership. Players customize, but gameplay remains the same.
“Good” vs. “evil” systems often funnel players.
Open worlds feel free, but constraints guide players. Invisible walls and level design subtly direct the player’s path.
The world feels open, but it’s carefully curated.
The Designer’s Role: Author vs. Facilitator
As a designer, walk the tightrope between vision and freedom. Create systems that encourage exploration while maintaining narrative coherence.
Predicting player behavior is a challenge. The key is giving the illusion of control. Make them feel like they drive the experience, even when you subtly guide them.
Examples of Games That Successfully (and Unsuccessfully) Handle Player Agency
Some games are praised for their player agency.
In the “High Overseer Campbell” mission in Dishonored, you need to eliminate the target. You could poison Campbell’s drink, leading to a discreet, almost accidental death. Alternatively, you could brand him a heretic and leave him for the religious fanatics, a far more brutal outcome. Or you could sneak past guards to kidnap him, leading to a non-lethal resolution. Each approach requires different skills and yields different consequences, affecting future interactions and influencing your character’s overall reputation, which changes how NPCs react to you.
Disco Elysium is a masterclass in shaping player identity. Skill checks aren’t just pass/fail; they offer insights into the protagonist’s psyche. Dialogue choices profoundly alter relationships and open or close entire questlines. The game remembers everything, creating a truly reactive world, which gives the player a tangible sense of shaping their character and the story’s direction.
The Stanley Parable offers a different take. The game constantly reminds you of your lack of control, even as it presents the illusion of choice. By subverting expectations and directly addressing the player, it highlights the artificiality of agency in games.
Analyzing these examples reveals that the perception of agency is crucial. Games that provide a wide range of options are generally perceived as having more agency.
Quantifying agency is difficult, but impact on the game world matters.
The Ethical Considerations of Manipulating Player Choice
Developers have a responsibility to be transparent. Without transparency, players may feel betrayed or manipulated when they realize their choices were less impactful than they believed. This can lead to negative reviews, loss of trust, and damage to a developer’s reputation. Transparency builds trust and fosters a healthier relationship between developers and players.
Games can influence behavior, so avoid manipulative design. Consider “dark patterns,” such as deliberately confusing interfaces designed to trick players into making unintended purchases.
Star Wars: Battlefront II’s loot box controversy highlights the ethical problems. In 2017, the game launched with a progression system heavily reliant on loot boxes. Players could spend real money to acquire these boxes, which contained Star Cards that directly impacted gameplay. This meant players could literally pay to win, sparking outrage and accusations of predatory practices. The controversy forced EA to temporarily remove loot boxes and rework the progression system.
Consider the balance between agency and accessibility. Too much choice can be overwhelming. Too little can be frustrating.
Beyond Choice: Alternative Approaches to Player Engagement
Focus on player expression. Allow players to create and share content, providing a sense of ownership even within predefined systems. For developers looking to enhance their game development process, Wayline, a comprehensive game development platform, offers tools and resources to assist at every stage.
Emphasize emergent gameplay. Create systems that allow for unexpected interactions, generating unique experiences even if the player’s direct control is limited. What if you let the computer handle Procedural Worlds? Forget Level Design.
Create meaningful challenges. Provide goals and reward accomplishments, engaging players through skill and strategy rather than solely through branching narratives.
Build worlds that feel alive. Populate the world with believable characters, creating a compelling experience even without constant player intervention.
The Future of Player Agency in Game Design
New technologies could enhance player agency. AI and procedural generation could create dynamic worlds. Rethinking agency is important.
The role of community will continue to grow. Critical analysis is essential.
Conclusion: Embracing the Illusion for Better Games
The goal isn’t to achieve true agency, an often unattainable ideal. The goal is to skillfully craft the illusion of agency. Understanding the limitations of player agency is the first step toward designing more engaging and memorable game experiences. By focusing on the feeling of control and being mindful of the ethical implications, developers can create games that resonate with players on a deeper level. Now, go experiment, question everything, and design experiences that players will remember, even if they were subtly guided along the way.