Excellent blog post.
Whenever there’s a discussion about choice or agency in computer games (at least, in my little corner thereof) I feel as if everybody’s trying to wade through molasses just to express their concerns, and that this is a big part of why the subject tends to degenerate into bumper-sticker arguments operating at cross-purposes.
Agency and choice are slippery devils, and people are not always very good at pinning down and articulating their real concerns about them. Like ‘freedom’ in politics, I think that when people talk about ‘choice’ or ‘agency’ in games, they are often not talking about the same thing, or even about any single thing, and therefore don’t convey their concerns clearly enough to allow useful discussion. The following is an attempt to pick out some of the elements that go into agency in games, and hopefully to tease apart some of that tangle.
Note that I’m primarily talking about the agency of…
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