Difference between revisions of "Action Programming"

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[[Creative Control]]
 
[[Creative Control]]
  
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,  
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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]].
 
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When done during gameplay
  
 
[[Real-Time Games]]
 
[[Real-Time Games]]
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[[Analysis Paralysis]]
 
[[Analysis Paralysis]]
 
[[Stimulated Planning]]
 
  
 
[[Tension]]
 
[[Tension]]
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[[Turn Taking]]
 
[[Turn Taking]]
  
 
 
[[Meta 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]].
 
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]].
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== 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 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.  
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[[Action Programming]] as part of what one does during game sessions can create [[Analysis Paralysis]], [[Downtime]], or [[Tension]] depending
  
 
When the [[Action Programming]] is not actual part of the gameplay (as in programming robots for [[C-Robots]]), it instead creates [[Meta Games]].
 
When the [[Action Programming]] is not actual part of the gameplay (as in programming robots for [[C-Robots]]), it instead creates [[Meta Games]].
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== Relations ==
 
== Relations ==
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[[Meta Games]],  
 
[[Meta Games]],  
 
[[Mules]],  
 
[[Mules]],  
[[Stimulated Planning]]
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[[Stimulated Planning]],
  
 
==== with [[Real-Time Games]] ====
 
==== with [[Real-Time Games]] ====
 
[[Tension]]
 
[[Tension]]
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==== with [[Turn-Based Games]] or [[Turn Taking]] ====
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[[Analysis Paralysis]],
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[[Downtime]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 21:34, 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

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

Real-Time Games

Delayed Effects

Downtime

Analysis Paralysis

Tension

Turn-Based Games

Turn Taking


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, be it another window or view (Space Hulk and Fallout series) or additional Book-Keeping Tokens (RoboRally and Space Alert).

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 Programming as part of what one does during game sessions can create Analysis Paralysis, Downtime, or Tension depending

When the Action Programming is not actual part of the gameplay (as in programming robots for C-Robots), it instead creates Meta Games.


Relations

Can Instantiate

Algorithmic Agents, Enforced Agent Behavior, Meta Games, Mules, Stimulated Planning,

with Real-Time Games

Tension

with Turn-Based Games or Turn Taking

Analysis Paralysis, Downtime

Can Modulate

No Direct Player Influence, Turn-Based Games, Turn Taking, Zero-Player Games

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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