## Definition & Characteristics
**High-agency game**: travel; passion projects; video game
- the constant need of making micro-choices
- live-time feedback
a feedback loop between intention, action, and outcome
**Low-agency game**: going to classes, going through the motion, following a schedule, doing a fixed set of tasks
- pre-determined paths
- delayed feedback (study & test-result)
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## When given the freedom, people will naturally choose tasks with higher agency that gives them better motivation and sense of fulfillment.
People will voluntarily engage in **harder** high-agency activities while resisting **easier** low-agency ones. A person might:
- Spend 60 hours mastering a difficult video game but struggle to attend a 1-hour lecture
- Plan an elaborate international trip but dread following a simple work schedule
- Obsess over a challenging passion project but procrastinate on straightforward assigned tasks
=> When you see someone spending hundreds of hours on a Steam game, but struggle to finish an essay of 500 words that reqruies no more than an hour, you know which task is of higher agency for him.
### 水放低处流,人往高处走 (in terms of agency)
**水往低处流 = 物理系统追求最低能量状态**
- 水没有 agency
- 水只响应重力
- 水的"目标"是静止
**人往高处走 = 生命系统追求最高 agency 状态**
- 人有 agency
- 人主动塑造环境
- 人的"目标"是成长和掌控
=> ==生命的本质就是通过 agency 反熵:==
[[宇宙的终极目标是通过 agency 抗熵阻止自己的死亡]]
**如果人真的"懒"(追求最低能量),我们应该:**
- 不会直立行走(太费能量)
- 不会发明工具(太费脑力)
- 不会探索未知(太冒险)
- 不会创造艺术(无生存价值)
---
## 反驳 UBI 躺平论
**"人们不是懒,是在逃避低 agency 的苦役。"**
给他们看这个事实:同一个人会花 100 小时通宵打游戏、钻研自己的项目、规划复杂的旅行,却连 1 小时的无聊会议都坐不住。问题不是"不想干活",而是**现有的工作剥夺了 agency**。
UBI 实验的真实数据打脸这个论调:芬兰、肯尼亚、加拿大的 UBI 试点显示,人们拿到无条件收入后,**反而更积极**——创业率上升、教育投入增加、志愿服务增多。他们不是停止工作,而是**终于能选择有意义的工作**。
**真正的懒惰是被低 agency 环境训练出来的习得性无助。** 给人自由,他们会跑向高 agency 的挑战,而不是躺平。
误解:"你看,人们在监狱里都很消极,不想活动,说明人本性就是懒。"
**实际情况**:监狱剥夺了 agency,所以人变得消极。给他们自由,他们会重新活跃。
### Learned Helplessness
- 在低 agency 环境中(打工、上课、做重复劳动),人的大脑学会了"我的行动不产生有意义的结果"
- 这种状态下,大脑为了保护自己,会**主动降低动机**
---
## Institutional Low-Agency Design
Many modern systems are optimized for **control and standardization** rather than **engagement and agency**:
- **Education**: Standardized curricula, fixed schedules, predetermined outcomes
- **Corporate work**: Micromanagement, rigid processes, KPI-driven tasks
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## Synthesis: The Agency Imperative
**Core principle**: Human flourishing requires environments that respect and cultivate agency.
**The opportunity**: Most systems are under-optimized for agency. Small increases in choice, feedback, and autonomy can dramatically improve engagement and outcomes.
**The challenge**: ==Designing for agency== is harder than designing for compliance. It requires trust, flexibility, and tolerance for diverse approaches.
**The future**: As *automation* handles low-agency tasks, human work increasingly becomes high-agency problem-solving, creativity, and relationship-building. Those who can create and navigate high-agency environments will thrive.