Difference between revisions of "Action Programming"

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(Examples)
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[[Action Programming]] can be taken one step further by allowing players to do actual coding, something found in the games [[Crobots]] and [[P-Robots]]. This code can then determine completely how units behave in the game which any further need or possibility of human interference.
 
[[Action Programming]] can be taken one step further by allowing players to do actual coding, something found in the games [[Crobots]] and [[P-Robots]]. This code can then determine completely how units behave in the game which any further need or possibility of human interference.
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 +
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[[Memorizing]]
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[[Ricochet Robot]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Budgeted Action Points]]
 
[[Budgeted Action Points]]
 
[[Algorithmic Agents]]
 
  
 
[[No Player Influence]]
 
[[No Player Influence]]
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[[Creative Control]]
 
[[Creative Control]]
  
[[Enforced Agent Behavior]]
 
  
[[Zero-Player Games]]
 
  
[[Mules]]
 
  
 
[[Turn Taking]]
 
[[Turn Taking]]
  
=== Diegetic Aspects ===
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[[Meta Games]]
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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For games where the [[Action Programming]] is not a [[Meta Games|Meta Game]] it is quite likely that some type of [[Secondary Interface]] is needed, be it another window or view ([[Space Hulk (video game)|Space Hulk]] and [[Fallout series]]) or additional [[Book-Keeping Tokens]] ([[RoboRally]] and [[Space Alert]]).
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Action Programming]] allows the construction of [[Algorithmic Agents]] such as [[Mules]], and thereby support [[Enforced Agent Behavior]] also. Taken to an extreme this can lead to [[No Direct Player Influence]] and the construction of [[Zero-Player Games]].
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Algorithmic Agents]],
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[[Enforced Agent Behavior]],
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[[Mules]],
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[[No Direct Player Influence]],
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[[Zero-Player Games]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 21:05, 10 February 2011

The choosing of one or more actions for future execution.

This pattern is still a stub.

Examples

Turn-Based Games like RoboRally and Space Alert can let players set up the sequence of future actions through the placing cards in particular orders. For those games cards are enough since the actions are limited an general (e.g. move left or right) but given the map structure in Diplomacy this is not sufficient - here one instead write down one's next moves on paper. Roleplaying Games can allow Action Programming by players telling the game masters what they want to do. A mechanized version of this is the Wait maneuver in GURPS where players can specify an action and a trigger which can interrupt the normal turn sequences.

The computerized version of Space Hulk lets the player control the actions of other space marines through entering a tactical mode where specific actions can be set for all squad members; this mode can however only be used for limited amounts of time and the time can only be replenished by being in an action mode where only one marine can be controlled. The Fallout series lets players chosen which actions to perform in combat using action point system which has been maintained as the Vault-Tec Assisted Targeting System which functions like the Space Hulk system but only regarding the player's character.

Action Programming can be taken one step further by allowing players to do actual coding, something found in the games Crobots and P-Robots. This code can then determine completely how units behave in the game which any further need or possibility of human interference.


Memorizing

Ricochet Robot

Using the pattern

Board Games that are to use Action Programming need to use some form of Book-Keeping Tokens, Space Alert and RoboRally uses Cards but even pen and paper can work as Diplomacy shows.

Budgeted Action Points

No Player Influence

Creative Control



Turn Taking

Meta Games

Interface Aspects

For games where the Action Programming is not a Meta Game it is quite likely that some type of Secondary Interface is needed, be it another window or view (Space Hulk and Fallout series) or additional Book-Keeping Tokens (RoboRally and Space Alert).

Consequences

Action Programming allows the construction of Algorithmic Agents such as Mules, and thereby support Enforced Agent Behavior also. Taken to an extreme this can lead to No Direct Player Influence and the construction of Zero-Player Games.

Relations

Can Instantiate

Algorithmic Agents, Enforced Agent Behavior, Mules, No Direct Player Influence, Zero-Player Games

with ...

Can Modulate

Can Be Instantiated By

Book-Keeping Tokens

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgments

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