DEFINITION
Agency
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⚓ Game
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Offer tactical choices to the player, both short-term decisions and long-term decisions so that the player feels their actions are meaningful
- Supported Playstyles
- Multiple fail/success states
- Costs of failure other than death and repeat
- Extra rewards
- Multiple meaningful choices with consequences
- Systemic consequences: give many options, process few outcomes (e.g: 4 choices, 2 give outcome A, 2 give outcome B)
- Moment-to-moment decisions
- Action economy, threat priority, multitude of available actions
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⚓ Play
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Leave enough space for them to express themselves and so that no 2 players will have the exact same experience. Design systems so that players can continue to grow in skill over time.
- Emergent solutions
- Systemic puzzles where the designer can't predict how the player will solve the problem
- Player creations
- Customization : Leaving traces on the world
- System mastery
- Micro-challenges (e.g: fast reload mechanic that requires timing an input)
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⚓ Empathy
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Respect players boundaries, give ways for them to express a hard no, change their mind...
- Notifications & Warnings
- Layers of intimacy in social contexts
- Parallel play : Concerted play : Text Chat : Voice Chat : Real information disclosure
- Ways out
- Retractability, cancel past or processing choice
- Choice of activity: go from one activity to another when bored or tired