Difference between revisions of "Action Programming"
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=== Examples === | === 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. [[:Category:Roleplaying Games|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. | + | 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. The game [[Ricochet Robots]] make the whole programming process a mental exercise that needs to be done under time pressure which is then to be enacted to prove its correctness. [[:Category:Roleplaying Games|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 (video game)|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 (video game)|Space Hulk]] system but only regarding the player's character. | The computerized version of [[Space Hulk (video game)|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 (video game)|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. | [[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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== Using the pattern == | == Using the pattern == | ||
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[[Budgeted Action Points]] | [[Budgeted Action Points]] | ||
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A design decision regarding [[Action Programming]] is when it should be done. If done before gameplay begins, i.e. as part of set-up phases, it can create [[Meta Games]] and [[Zero-Player Games]]. | A design decision regarding [[Action Programming]] is when it should be done. If done before gameplay begins, i.e. as part of set-up phases, it can create [[Meta Games]] and [[Zero-Player Games]]. | ||
When done during gameplay this can create [[Tension]] if part of [[Real-Time Games]] or performed under [[Time Limits]] (e.g. [[Space Hulk (video game)|Space Hulk]]), making it more common in [[Turn-Based Games]] (although these may cause [[Downtime]] if [[Analysis Paralysis]] is created by the [[Action Programming]]). | When done during gameplay this can create [[Tension]] if part of [[Real-Time Games]] or performed under [[Time Limits]] (e.g. [[Space Hulk (video game)|Space Hulk]]), making it more common in [[Turn-Based Games]] (although these may cause [[Downtime]] if [[Analysis Paralysis]] is created by the [[Action Programming]]). | ||
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The possibility of setting up future action through [[Action Programming]] can be seen as an indirect way of affecting the gameplay if there is no feedback system to the player, or that feedback system has high enough latency. When used in this way, [[Action Programming]] can be seen as a way of letting players have some effect in games even in those that have [[No Direct Player Influence]] or are [[Zero-Player Games]]. | The possibility of setting up future action through [[Action Programming]] can be seen as an indirect way of affecting the gameplay if there is no feedback system to the player, or that feedback system has high enough latency. When used in this way, [[Action Programming]] can be seen as a way of letting players have some effect in games even in those that have [[No Direct Player Influence]] or are [[Zero-Player Games]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
− | 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, | + | 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, as for example in [[Space Hulk (video game)|Space Hulk]] or the [[Fallout series]]. Board Games that are to use [[Action Programming]] in the game need to use some form of [[Book-Keeping Tokens]] instead, [[Space Alert]] and [[RoboRally]] uses [[Cards]] but even pen and paper can work as [[Diplomacy]] shows. [[Ricochet Robot]] is an exception to this in not making use of any tokens but instead making a [[Memorizing]] challenge of being able to reproduce one's planned actions. |
== Consequences == | == Consequences == | ||
− | [[Action Planning]] requires players to consider future actions and events in the game and thereby give [[Stimulated Planning]] to the game. [[Action Programming]] allows the construction of [[Algorithmic Agents]] such as [[Mules]], and thereby support [[Enforced Agent Behavior]] also. | + | [[Action Planning]] requires players to consider and set in motion future actions and events in the game, and thereby give [[Stimulated Planning]] to the game due to having considering the [[Delayed Effects]] of the [[Action Programming]]. [[Action Programming]] allows the construction of [[Algorithmic Agents]] such as [[Mules]], and thereby support [[Enforced Agent Behavior]] also. |
− | [[Action Programming]] as part of what one does during game sessions can create [[Analysis Paralysis]], and [[Tension]] depending if part of a [[Real-Time Games|Real-Time Game]]. When the [[Action Programming]] is not actual part of the gameplay (as in programming robots for [[C-Robots]]), it instead creates [[Meta Games]]. | + | [[Action Programming]] as part of what one does during game sessions can create [[Analysis Paralysis]], and [[Tension]] depending if part of a [[Real-Time Games|Real-Time Game]]. When the [[Action Programming]] is not actual part of the gameplay (as in programming robots for [[C-Robots]]), it instead creates [[Meta Games]] and if the players need to perform the game state update this can lead to [[Excise]]. |
== Relations == | == Relations == | ||
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[[Algorithmic Agents]], | [[Algorithmic Agents]], | ||
[[Analysis Paralysis]], | [[Analysis Paralysis]], | ||
+ | [[Delayed Effects]], | ||
[[Enforced Agent Behavior]], | [[Enforced Agent Behavior]], | ||
[[Meta Games]], | [[Meta Games]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Memorizing]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | [[Excise]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 22:12, 10 February 2011
The choosing of one or more actions for future execution.
This pattern is still a stub.
Contents
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. The game Ricochet Robots make the whole programming process a mental exercise that needs to be done under time pressure which is then to be enacted to prove its correctness. 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.
Using the pattern
A design decision regarding Action Programming is when it should be done. If done before gameplay begins, i.e. as part of set-up phases, it can create Meta Games and Zero-Player Games. When done during gameplay this can create Tension if part of Real-Time Games or performed under Time Limits (e.g. Space Hulk), making it more common in Turn-Based Games (although these may cause Downtime if Analysis Paralysis is created by the Action Programming).
The possibility of setting up future action through Action Programming can be seen as an indirect way of affecting the gameplay if there is no feedback system to the player, or that feedback system has high enough latency. When used in this way, Action Programming can be seen as a way of letting players have some effect in games even in those that have No Direct Player Influence or are Zero-Player 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, as for example in Space Hulk or the Fallout series. Board Games that are to use Action Programming in the game need to use some form of Book-Keeping Tokens instead, Space Alert and RoboRally uses Cards but even pen and paper can work as Diplomacy shows. Ricochet Robot is an exception to this in not making use of any tokens but instead making a Memorizing challenge of being able to reproduce one's planned actions.
Consequences
Action Planning requires players to consider and set in motion future actions and events in the game, and thereby give Stimulated Planning to the game due to having considering the Delayed Effects of the Action Programming. Action Programming allows the construction of Algorithmic Agents such as Mules, and thereby support Enforced Agent Behavior also.
Action Programming as part of what one does during game sessions can create Analysis Paralysis, and Tension depending if part of a Real-Time Game. When the Action Programming is not actual part of the gameplay (as in programming robots for C-Robots), it instead creates Meta Games and if the players need to perform the game state update this can lead to Excise.
Relations
Can Instantiate
Algorithmic Agents, Analysis Paralysis, Delayed Effects, Enforced Agent Behavior, Meta Games, Mules, Stimulated Planning,
with Real-Time Games or Time Limits
Can Modulate
No Direct Player Influence, Turn-Based Games, Zero-Player Games
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgments
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