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The
understanding of agency within digital games is a
concept that we believe requires reinvestigation.
The development of more complex gaming experiences
means that the relative ability that a player has
to shape their own experiences within it has become
more complex. This paper looks towards the growth
of a new taxonomy of agency by investigating one
aspect; that of illusory choices in role playing
games. Through a case study of Activision's Vampire
the Masquearde: Bloodlines, we aim to begin a new
series of debates surrounding this
issue.
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