Action Programming
The choosing of one or more actions for future execution.
This pattern is still a stub.
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|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
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.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
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Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
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