TY - GEN
T1 - Achieving the illusion of agency
AU - Fendt, Matthew William
AU - Harrison, Brent
AU - Ware, Stephen G.
AU - Cardona-Rivera, Rogelio E.
AU - Roberts, David L.
PY - 2012
Y1 - 2012
N2 - Games with a strong notion of story are increasingly popular. With the increased amount of story content associated with games where player decisions significantly change the course of the game (branching games), comes an increase in the effort required to author those games. Despite the increased popularity of these kinds of games, it is unclear if a typical player is able to appreciate the rich content of these games, since any given player typically only experiences a small amount of that content. We create a non-branching game that simulates branching choices by providing players with choices followed by immediate textual feedback. We hypothesize that this game, where player decisions do not significantly change the course of the game, will maintain the player's sense of agency. Experimentation showed that in a text-based story with forced-choice points there were in most cases no significant difference in players' reported feelings of agency when they experience a branching story vs. a linear story with explicit acknowledgement of their choices.
AB - Games with a strong notion of story are increasingly popular. With the increased amount of story content associated with games where player decisions significantly change the course of the game (branching games), comes an increase in the effort required to author those games. Despite the increased popularity of these kinds of games, it is unclear if a typical player is able to appreciate the rich content of these games, since any given player typically only experiences a small amount of that content. We create a non-branching game that simulates branching choices by providing players with choices followed by immediate textual feedback. We hypothesize that this game, where player decisions do not significantly change the course of the game, will maintain the player's sense of agency. Experimentation showed that in a text-based story with forced-choice points there were in most cases no significant difference in players' reported feelings of agency when they experience a branching story vs. a linear story with explicit acknowledgement of their choices.
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U2 - 10.1007/978-3-642-34851-8_11
DO - 10.1007/978-3-642-34851-8_11
M3 - Conference contribution
AN - SCOPUS:84868133059
SN - 9783642348501
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 114
EP - 125
BT - Interactive Storytelling - 5th International Conference, ICIDS 2012, Proceedings
T2 - 5th International Conference on Interactive Digital Storytelling, ICIDS 2012
Y2 - 12 November 2012 through 15 November 2012
ER -