Originally Posted by
kyoryu
Authored
There can be optional branches, there can be some shuffling of what order things are done in, etc. But the key is that all the things that are done, all of the situations handled are things that were predetermined.
This doesn't mean that authored games have no agency, though they have very limited or no agency in specific areas - usually in terms of what specific encounters/scenes happen. Sure, you can change some aspects of hte result, or you can have side-effects, often significant, on the world, but you're really going to mostly go along the same path as others
This has advantages! Since the GM knows what the players are going to be doing, the GM can prep very cool, detailed, prep-intensive things for the players to do - custom actions, cool terrain, super balanced encounters, etc.
Emergent
Sure, there can be some initial elements, but what the players do is fundamentally unknown, and how the world changes in response to their actions is also fundamentally unknown.
But fans of emergent games want different things - they want their decisions to matter. They want the game to take on a different shape than it would have if they had made other choices. They want to be able to solve the problems their own way. They want to do things that the GM didn't plan for, and they want to make that take the "story"/game in a way that the GM could not have predicted.