The game I made was an alteration of the TTRPG Everyone is John called Everyone is Special Agent John which followed John as an undercover CIA agent. Nguyen (2020) describes that “We can adopt new ends, which will guide our actions for the duration of the game, and then drop them in an instant.” (p. 5) In the case of Everyone is John, the ends is to win by getting as many points as you can no matter what so that you can beat the other players. However I wanted to alter the player agency in my version. When talking about war games Imperial and Risk Nguyen (2020) states “the game’s goals are set up in a peculiar way. The game tells you to care not one whit about the fates of the countries or their victories in war, but only about the total amount of cash that you have at the end of the game.” (p. 58), which also applies to Everyone is John, the game frames player agency to care only about completing their obsession and not worrying about what circumstances it puts John or the other players in. So by adding rule systems that cause players to act with consideration to John’s well being and by including a narrative I sought to frame player agency to take up the ends of keeping John safe and completing the story whilst keeping the obsessions and the goal of beating other players as secondary.
I think the most successful aspect of my finished work was the way in which it engaged players. I was very successful in framing the player agency to push them towards completing the goal of the narrative which was catching this criminal. It changed the game from one where players’ obsessions drove it forward to instead making the obsessions fun filler elements. When players didn’t know what to do in order to progress through the story they could act on their obsession which furthered the narrative and created funny situations which further engaged players. I believe I successfully framed player agency in a way which caused the obsessions to compliment the narrative through a unique play experience. I believe the most problematic part of my finished work was some of the redundancies. Schell (2008) encourages game designers to “make snap decisions about your design, commit to sticking with them, and immediately start thinking about the consequences of the choice you have just made” (p. 99) which I followed through the development of my game, even if I though rule additions might not work I ran them in my tests to see the results. My main concern was with the wanted system, after my playthrough with it in class I found it to be redundant and as a GM I was better at making my own decision on if police would show up or not. However when I ran it in the exhibition the wanted rules were a very good and engaging addition, working as originally intended. So I feel depending on the style of the players it can be useful or redundant.
If I were to keep working on this piece I would further test the wanted system to get a better idea of if the rule contributes to framing player agency and thus if it should stay and change or be removed. Furthermore I would add more rules pertaining to combat as the games I ran had much less than intended, however I do acknowledge the risk of adding more combat is that it could take away from the funny social interactions the game creates. So that too would need to be play tested. Ultimately I would have liked to play test more rule additions to try and see if there is a way which I could create a much more unique style of play that would better suit framing player agency to follow the narrative than the regular Everyone is John rules would.
One key thing I learnt from my studio experience was how valuable it is to consider the work of your peers and to explore their ideas. Ultimately everyone in the studio had the same task but what everyone came up with and how they interpreted the brief was vastly different. Learning of the other works of the people in the studio such as Reverse Monopoly, Vampire, and Eldritch Project pushed me to challenge my view of what I could make and the way in which I could frame and alter player agency. Observing other’s works allowed me to be presented with ideas I hadn’t thought of before, which ultimately made me pick Everyone is John as the system to run this mystery style adventure in because I was shown that flipping something on its head doesn’t mean it won’t work.
My key take away from working collaboratively was that it is integral to get the feedback and have multiple play tests in order to refine a piece of interactive work. Although I developed this work by myself, ultimately the people around me helped shape it into what it is. If I hadn’t gotten the feedback that Dungeons & Dragons was too restrictive of a system for the mystery I ran earlier in the studio I wouldn’t have looked at different systems which allowed me to better control player agency. Additionally, multiple play tests allowed me to implement this feedback and explore if it worked or not. Ultimately working collaboratively though play testing and receiving feedback is what allowed my work evolve into a piece which effectively altered player agency as intended.
Nguyen, C. T. (2020). Games : Agency As Art. Oxford University Press.
Schell, J. (2008). The Art of Game Design : A Book of Lenses. CRC Press LLC.
