Agency Reconsidered


Wardrip-Fruin Noah Mateas Michael Dow Steven Sali Serdar
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The concept of “agency” in games and other playable media (also referred to as “intention”) has been discussed as a player experience and a structural property of works. We shift focus, considering agency, instead, as a phenomenon involving both player and game, one that occurs when the actions players desire are among those they can take (and vice versa) as supported by an underlying computational model. This shifts attention away from questions such as whether agency is “free will” (it is not) and toward questions such as how works evoke the desires agency satisfies, employ computational models in the service of player action and ongoing dramatic probability, use interfaces and mediation to encourage appropriate audience expectation, shift from initial audience expectation to an understanding of the computational model, and can be shaped with recognition of the inherently improvisational nature of agency. We focus particularly on agency in relation to the fictional worlds of games and other playable media.

 

The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games


Shyba Lori M.
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper maintains that the practice and theories of improvisational and activist theatre can infuse interactive computer games with spontaneous, playful creativity. This playfulness can inspire not only character, relationship and social issue possibilities in the digital game development, but can also tease out creative ideas through live improvisational gameplay among development teams. Working from the premise that computer games are both a unique art form and an experiential way to rehearse social change, this paper suggests novel ways of drawing on the games and artistry of Stephen Nachmanovich, Ruth Zaporah, Uta Hagen, and Keith Johnstone, and the activism of Augusto Boal, David Diamond, and Richard Rohd to enhance computer gameplay experience. It also makes a call to action for kinaesthetic involvement in live gameplay, because getting up and trying the games is better than just reading about them.