Player Agency Under Constraint: A Pilot Study on the Forced-Choice Effect in Narrative Difficulty Design

Narrative games increasingly rely on player agency to support immersive, expressive play.Yet little empirical work explores how difficulty design interacts with agency.In this pilot study, five participants completed 75 gameplay attempts across two boss encounters in Elden Ring, using embedded support mechanics introduced through gameplay and narrative framing.We hypothesised that providing affordances for agency under pressure would help sustain immersion.Instead, we observed convergence toward dominant strategies-what we describe as a forced-choice effect-with variation in how players interpreted them.While some preserved an interpretive sense of acting in character, others shifted attention toward the mechanics themselves, pulling players out of the character's perspective and weakening perceived agency.These findings raise questions about how agency is shaped not just by design, but by interpretation.We flag this not as conclusions, but as timely concerns in an under-explored space of narrative game design.

Authors

Institutions

Publication Details

Published
2025-06-22
DOI
https://doi.org/10.1145/3698061.3735326
Primary Topic
Media Influence and Health
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Player Agency Under Constraint: A Pilot Study on the Forced-Choice Effect in Narrative Difficulty Design

Laura Pruszko, Finn Atkinson
Media Influence and Health
article

Player Agency Under Constraint: A Pilot Study on the Forced-Choice Effect in Narrative Difficulty Design

Laura Pruszko, Finn Atkinson
article en

Abstract

Narrative games increasingly rely on player agency to support immersive, expressive play.Yet little empirical work explores how difficulty design interacts with agency.In this pilot study, five participants completed 75 gameplay attempts across two boss encounters in Elden Ring, using embedded support mechanics introduced through gameplay and narrative framing.We hypothesised that providing affordances for agency under pressure would help sustain immersion.Instead, we observed convergence toward dominant strategies-what we describe as a forced-choice effect-with variation in how players interpreted them.While some preserved an interpretive sense of acting in character, others shifted attention toward the mechanics themselves, pulling players out of the character's perspective and weakening perceived agency.These findings raise questions about how agency is shaped not just by design, but by interpretation.We flag this not as conclusions, but as timely concerns in an under-explored space of narrative game design.

Glasgow Caledonian University (GB)
Reduced inequalities
Openalex Percentile: Top 85%
Media Influence and Health
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Player Agency Under Constraint: A Pilot Study on the Forced-Choice Effect in Narrative Difficulty Design — Laura Pruszko, Finn Atkinson · (2025) | TGRS Research Map | TGRS