Agency Theory

If you’ve been reading my blog, you’ll have noticed that I’ve been obsessed with Agency lately. On a 2 hour drive back from Charlottesville one day, I took all of these posts to their inevitable conclusion, and concluded a discussion that I’d had with Darius during VGXPO. During this conversation, I’d told Darius that a game is just rules. That’s its fundamental building block. I, however, used a misplaced quote from Pirates of the Caribbean, where Jack Sparrow talks about what a ship “really is.” I said that rules are what a game is. I was wrong. Just like a ship is made of wood, a game is make of rules. But what a ship is, what it really is, is freedom. What a game is, what it really is, and what makes it enjoyable, and the reason that we seek it out, is agency.

Let me reiterate that, in block quote because it is going to be the cornerstone of a lot of writing from me in the future.

Games are Agency.

This is how I see it. Game developers always try to talk about what makes games unique. When we do, we talk center discussions on the concept of interactivity. Interactivity, we say, makes game unique from other media, and that should be where games make their mark. However, I think that by focusing on interactivity, we’ve lost the key part of the puzzle. What’s more important than interactivity is how relates to agency.

Let’s take play as an example. Unstructured play tends to be highly interactive. Running around the playground is interactive and fun, but how much more fun is it when a mechanic and semiotics is imparted? When a person, say, becomes “it”, and is now “the terror of the playground,” the instated mechanics instantly creates what many game theorists refer to as “a magic circle.” These mechanics magically created a game, and, in many cases, the “fun factor” instantly jumped. So, what happened? Why is Tag, more fun than random running around? My opinion (and the center of this theory) is that the addition of that magic circle, the mechanics, and the semiotics made each interaction more meaningful. Players are now able to meaningfully change the things within the magic circle. Salen and Zimmerman called this “meaningful play,” and even said in their definition of games that games create a space where “meaning emerges,” but, to me, it sounds like the definition of agency: the ”satisfying power to take meaningful action and see the results of our decisions and choices”

Agency, the ability to meaningfully manipulate the magic circle of a game, is what makes games enjoyable and unique. And it is not isolated to digital and non-digital games, story based games, or puzzle games. So far as I can tell, a feeling of agency is key to all games.

Interestingly, I argue in my thesis very heavily for something Janet Murray proposes in her book Hamlet on the Holodeck: agency for it’s “own sake.” Although Murray believes that there are very few examples of people enjoying agency on its own terms (and I believed it as well), I now believe that it has existed for a very long time in the space of games. That this is why games exist: to impart our own ability to manipulate things meaningfully.

There is one thing to add here. Note I say “games are agency” and not “fun is agency,” because the latter is simply not true. Fun can exist where agency doesn’t and, in my opinion, and it looks like others are starting to believe it as well, agency can exist where fun does not.

I think the most interesting thing about this theory is that it opens up a lot of discussion on why certain features work in games and others don’t, and why we frequently see the same patterns in games. In my belief, there is probably a way to relate a lot of this back to agency, and I’ll be expanding on this over the next few months. If you have any comments for me, I’d love to hear them.

7 Responses to “Agency Theory” »»

  1. Comment by Craig | 01/14/07 at 11:35 am

    I wish I’d read this an hour ago. My “games vs tools” essay would have been somewhat different. Obviously, the difference between games and tools is that tools don’t have a “magic circle”.

    I think that concentrating on agency is very important - in fact, I wrote many months ago that rules were simply a kind of red tape to glue agency to content. So, it’s safe to say that I agree completely. :)

    Anyhow, this essay gives me a lot of inspiration and ideas, so I’m extremely happy you wrote it.

  2. Comment by Jeff | 01/14/07 at 1:20 pm

    That’s awesome to hear actually. Thanks for the complement ;)

    I’m considering writing a whole bunch of articles all concerning Agency Theory and the Willing Suspension of freedom before GDC and assembling them into something I can bind together and hand out. We’ll see how that goes over.

  3. Comment by Patrick | 01/14/07 at 10:13 pm

    “agency can exist where fun does not”

    This is the best formulation I’ve heard of a “games as art” argument, maybe someone should write a “Theory of Agency” book.

  4. Comment by harveymolloy | 01/16/07 at 10:16 pm

    Hi from New Zealand–you have a fascinating blog. I think we can distinguish between games which have a magic circle (eg ‘tag’) and games in which agency is restricted to following a set number of moves (tic tac toe etc) or paths (pacman). A key difference here, I think, is following Murray the role of ‘play’ as drama or theatre. An RPG has a dramatic element that gives our character agency in a way we don’t experience when we play chess. There are grid games or spatial games and then there are theatre games.

  5. Comment by A. Nakama | 01/22/07 at 12:07 am

    While I agree with pretty much all of the thoughts here, “Games are agency,” feels a bit misleading. I mean, while I agree that agency is what makes games interesting and it’s present in pretty much any game you can think of — even if only subtly — agency itself doesn’t make a game. Take the Rubik’s Cube: the player’s actions have a fundamental effect on the outcome, but you can only consider playing with one a game in the crudest sense.

    Not only that, I’m not sure that hailing agency as a sole focus is a good idea. Take Oblivion. That game is certainly hailed for its enormous sense of agency — players can do just about anything and have it impact the game world in a manner signifcant to the player’s experience. But I would argue that it doesn’t make the game fun. In fact, while Morrowind was a very addicting game for similar reasons — I certainly spent more time than I should have with it — I didn’t have all that much fun with it, and while that Escapist article argued that such wasn’t necessary, I feel that if a game doesn’t have any purpose beyond mere entertainment then fun is pretty important.

    I’d like to see more of a paradigm where — instead of giving players penultimate agency being seen as the greatest gaming good — the agency istelf has a kind of agency: the meaning generated by player choices is meaningful to the game/story as a whole. In a sense, games become more like film — players are invited into the director’s world, except that player choices can have a significant impact on that world, or at least seem like such is so. Don’t mistake me for saying that games should follow that tired story-game-story-game alternating sequence, though. I just feel that game designers are certainly allowed and should exercise some limitations on agency so that meaningful interaction is more meaningful and relevant to the play experience than, say, dumping your equipment in a swamp and having it still be there later.

    By the way, hi. :) We seem to have run in vaguely concentric circles. I’m loosely connected to the SFFG crowd of a few years back (I don’t know if you were friends with them at all, though), and equally loosely connected to the WPI-graduated game people.

  6. Comment by Jeff | 01/27/07 at 12:41 pm

    Greeings to both harveymolloy and A. Nakama!

    harveymollony: I think you’re right that Murray was arguing for agency in “theater” games. I also think that just the introduction of rules and the magic circle implies agency, and that’s an interesting way to understand games, and it implies and interesting way to approach even “theater” games. If we can assume that the introduction of rules immediately enhances the feeling of agency, we can very easily see why rules are so important in even “open ended” titles.

    Nakama: I actually am fairly friendly with the SFFG crowd, though not as much in recent years. My roommate, however, is still extremely connected with that group. Of course I’m only tangentially connected to the WPI crowd ;)

    As for your points, I agree that agency and fun are mutually exclusive, and there are other theories on what makes games fun. Personally, I think it’s really interesting you spent lots of time with a game that you didn’t find “fun,” because you obviously liked it, which goes to prove Warren’s (and my… I’m not giving Warren all the credit! ;)) point about “fun” games. Entertainment can exist where fun is absent. I’d just ask you to ask yourself the question, “Why did I play Morrowind. What about it was so enticing?”

    As for the last paragraph of points, what you’re talking about is agency: the ability to manipulate the world meaningfully, be it in the “game” sense or in the “story” sense. I’ve argued in my own thesis what you say is “limitations on agency so that meaningful interaction is more meaningful and relevant.” I call it “the Willing Suspension of Freedom,” and it’s why I think aproaching all games from the agency perspective is interesting. A key component of agency theory is that there is a magic circle that defines the manipulations and defines their meaning. By closing off the different ways to manipulate and instead making each manipulation more meaningful, you actually increase the feeling of agency, not decrease it.

    There’s more to this, and I hope more blog posts will make everything a bit more, well, clear.

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  1. Pingback by Jeff On Games » Blog Archive » The Games We Play | 07/18/07 at 4:03 pm

    [...] even with more modern adventure and plot-based games on the market. For me, it mostly comes back to agency theory. Shadows of Darkness has a lot the type of agencies I enjoy: places in it where you affect the game [...]


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