Difference between revisions of "Action Programming"

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This pattern is still a stub.
 
This pattern is still a stub.
  
 
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=== 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. [[: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  
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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.
  
 
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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.
[[Crobots]]
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[[P-Robots]]
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== Using the pattern ==
 
== Using the pattern ==
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[[No Player Influence]]
 
[[No Player Influence]]
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[[Creative Control]]
  
 
[[Enforced Agent Behavior]]
 
[[Enforced Agent Behavior]]

Revision as of 20:51, 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|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

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

Algorithmic Agents

No Player Influence

Creative Control

Enforced Agent Behavior

Zero-Player Games

Mules

Turn Taking

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

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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