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Questions about player involvement.

Ridire de na Capall Oráiste
Ixeletihw
Ridire de na Capall Oráiste
Posted On: 10/24/2013 at 12:01 AM
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I recently had a discussion assignment for school where we were given this prompt.

“What elements, experiences, or activities make a story or game interactive?  How much agency should a player have regarding a game's narrative?  Some games, like The Sims, afford the player complete agency; there is no narrative except the one you create through your choices.  Some games, like the Call of Dutyseries, offer the player no narrative agency at all.  You complete objectives, and then things happen, and then you complete some more objectives, etc.  Then, in the middle, you have games like Skyrim, where there is a main storyline that you have little agency with, but you have a great deal of narrative agency regarding the world at large and the various side quests.  This question of agency--how much, what kind?--in the narrative is at the heart of the interactivity debate.  Let's hear your thoughts.”

This is how I responded:

“           When talking about the characters involvement in games there are two very different sides. As stated in the prompt, you have The Sims on one side of the spectrum as very involved, and on the other games such as Call of Duty. There is that happy middle though that many games now days are finding. These are games such as the Mass Effect trilogy, Skyrim, and the two Dragon Age games. These games find a happy middle between player involvement, and the story progression the way the developers intended.

I feel that the question of player’s agency in a game’s story line is a very bias one. I mean, it all depends on how that player likes to game. There are games, however, that allow players the choice of their involvement. Mass Effect 3 gives players the choice between two game modes, narrative and action. These two choices allow player to heavily influence the story, or just go along for the ride. Another game that gives players a choice in story involvement is Guild Wars 2. After the tutorial story line of this game players never have to even look at it again. Cut scenes will appear at dungeons, but the player doesn’t have any choice what happens in them, and can simply skip them. On the other hand, players can follow the storyline through what the game calls the personal story. Players experience the story at their pace, play through events of the story, and make some decisions that will affect how it plays out. Even with this choice of player agency, these games still end their story how the developers intended. John Shepherd still dies to save humanity in the end, but the players choice tells how, and how many people he actually saved. This falls in line with Skyrim. There is as much player involvement the story of these games as the player wants, yet the main story line will end how it is originally intended. 

In summary, the question posed was what level of agency is the correct level. My answer to this question is that it should be up to the player, and their game style. Some people love to dig deep into a story, feel like their actions change the world, and their game play experience is unique to them, but others just want to be the hero and play the game. This is the reason that I believe games designed to let the player choice, is the answer to what level agency there should be.”

 

What are your guys’ thoughts on the matter?

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Response:

Ban Finsceal de na Iolair
Morigana
Ban Finsceal de na Iolair
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Replied On: 10/24/2013 at 02:23 PM PDT

I like to feel I am part of the story.  So for me - I like when there is a story line already created but the player is given choices that affect how their individual story plays out.  Take SW:TOR as an example.  You can be a Light Jedi that does bad things or a Dark Jedi that does good things.  Even when in most cases you are going to end up at the same spot at the end of a story the choices you make along the way let you believe that you affected how it played out to a point.  

Even back as far as the Original EQ you had ways to affect your character by becoming aligned with a faction and your actions in the game let you go from "kill-on-sight" to friendly and back again.  So that you could wonder through towns and villages that some of your friends couldn't.  A game that lets you walk a path that has choices along it and lets you change how the digital world you are in reacts to you brings a far greater immersion to your play than one that just guides you and you have no "agency" at all.  The depth of my involvement with how my character develops is directly proportional to the amount of time I will spend in the game.   So basically, I like a story that is created but then I get choices on how I affect that story - at least to some degree since this will let me immerse myself in the world regardless if it is in a world far, far, away, or in a place that is lost to the ages. 

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