@faraday said in The Desired Experience:
Agency in the sense of "doing stuff that matters in the world" isn't everything, either. Take TGG for instance. In most of the campaigns, the PCs were grunts. They couldn't impact the war. They couldn't choose their missions. The battle code could kill them at any moment. BSGU was in a similar vein, though not as hard-core.
People want different things. There's no one perfect recipe for a game to be successful.
I think rather than "the world", agency should look at "my world". In TGG, PCs couldn't change the course of a war, no, but they could do things that affected their own trajectory or those of others around them (I assume - caveat that I did not play the game). A nurse could save a life. A soldier could pick a target and have a chance of bringing them down.
The whole world/setting doesn't have to be up for grabs for players to feel they have agency - and, honestly, these days I think you NEED to firmly define some setting elements as 'these will not change' or else players tend to get anxious and overinvested in reworking the world to be more fair/just/equitable and then get overwhelmed by the enormity of that task (or frustrated when staff point out that even an amazing success on a single action or skill check can only bring about incremental and limited change, because culture has inertia, or that goal is just Too Big).
Give people some parameters around the kind of agency they can expect, I think, upfront and in clear language. Don't dick around with, "Well, maybe, if you work hard enough..." because that tends to kick Gamer OCD into high gear, and suddenly someone's spending eighty hours a week on the game trying to grind to their fantasy utopia or whatever, and /miserable/ but unable to make themselves stop because that brass ring feels very shiny.