Action Programming

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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

Fallout series

Space Hulk


Crobots P-Robots

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.

Algorithmic Agents

No Player Influence

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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