
Authors: Alicia Fortier, Alexander “Droqen” Clair Tseu Martin, Tanya X. Short, Alexei Pepers, Kaitlin Tremblay, Linsey Murdock 🤔How to Use this Paper This paper is offered as a lens for you to (re)consider your game systems and how they might benefit from disobedient agents. Our focus for this paper is on how the game and its agents or systems can be disobedient towards the player. This is a tricky balancing act; often in games players have the expectation of total control, and to undermine that can be very provoking. We offer a lens of analysis and understanding of how different forms of system ‘disobedience’ lend a distinctive depth of flavor to a game – like a unit that refuses an action (instead of failing it), or a creature that prioritizes its own needs over a player command. This paper serves as a tool for reflection on where you might want to prepare for flexibility in your input-output systems in ways that can have the most impact to create the appropriate illusion of disobedience and related benefits. As most senior designers and producers have experienced, flexibility can be very difficult to add to systems later in production; it is thus in...




