Appendix X_a
Playing With Walls:
The Wall Game’s focus on adopting a perspective and contributing to a collaborative fiction aligns well with the rotating viewpoint and collective storytelling nature of a contextual co-creative agency.
Conceptualizing agency as feeling around firn constraints and possibilities maps cleanly onto The Wall Game’s defined rules, rooms, and structures. Expressing autonomy within a system fits the alternating phases of individual authorship and responding to others’ contributions. The process of questioning and refining the agency concept to align with RPG co-creativity unfurls within this specific game’s mode of play.
Our agency does fail to encompass the meta-level choices around opting into certain emotional experiences that this game’s subject matter involves. Accounting for that conscious risk-taking is an area to expand this agency. There are moments where the procedures clash with player creative agenda; our agency framing doesn’t address resisting or renegotiating the “rules” once play has begun.
While functional here, our concept may be overly fitted to this game’s quirks. Applying it to a game like MAYBE ONE DAY, IT’LL BE ENOUGH, whose RPG style lay more akin to digital rage games, will reveal further gaps. Overall situational “agency” is largely sufficient for this game, with some notes for improvement regarding meta-level choices and pushing back against procedures.
Using an individualistic or intuitive conception of “agency” as individual free will and heroic capability to analyze any second session of this collaborative stucture-narrative game, would see a number of differences emerge in how it fails to meet the goals of roleplaying compared to a situated or relational agency. Framing agency as each player controlling a claimed avatar clashes with the shifting perspective and collective fiction. It promotes thinking in terms of “my wall” rather than exploring a shared building.
Focusing on overcoming challenges limits engagement with the more complex, introspective emotional spaces this game facilitates. Assuming singular heroes on progression arcs doesn’t align with a branching, multi-phase polychronic structure of play. Conceptual brittleness around binary notions of freedom, determinism, superego/infra-id makes navigating the game’s constraints more frustrating. And intuitive agency lacks a systemic context as relationality promotes thinking inward rather than meeting with the interconnected prompts in ritual sharing.
The individualistic, challenge-oriented assumptions readily made (be it in ball courts, on tabletops, legal courts, stovetops…) around traditional notions of agency repeatedly clashes with The Wall Game’s intrinsically collaborative nature, whereas a situated, relational agency aligns with The Wall Game’s priorities.