I have my own thoughts on the debate and like most people, I fall somewhere between those extremes. There are a few examples I see of the good and the bad, so I decided instead of writing a meandering epic post, I'd break the examples into posts of their own. Each post will focus on an example of the tension between decisions mandated by design and decisions made freely.
It is always useless to say you favor balance because an overwhelming number of people will always say they favor "balance" so the word is sort of non-descriptive. It all hinges on where that balance point is on the spectrum. I've written about some of the things teachers can learn from game designers and one of them, at least in a good game, is that balance. I thought this line from a post I read captures the general concept pretty well:
"When the perception between the ordained and free-will is tweaked just right, it gives the game great 'play' -- moving the narrative forward while letting the play steer."
Do you have any specific examples from your learning experience that express that balance? Let me know.