Automation for games

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Sonofhades
Posts: 3
Joined: 24 November 2016, 21:18

Automation for games

Post by Sonofhades »

Having now tested both real-time and turn-based games I have come to a few conclusions:

There are situations that ought to be automated.
Puerto Rico: People have to load their products to ships. There is absolutely no need to ask the player which boat to use if he only has products of 1 type and there is already a ship that has the said products in ship. It would make a lot of sense for the game to load the stuff automatically. Also when the combined number(s) of product(s) is less than or equal to the space on ships, all ships are in use and nobody has their own ship, the program could load all the stuff automatically.

Legendary Inventors: There is only 1 more reward left on the table. Why does that require the player to click the reward. Especially in the turn-based version, this is pointless pause from the gameplay.

I'm sure there are other games that have similar issues. Perhaps players could post suggestions for automation on this thread?
demiurgsage
Posts: 229
Joined: 07 August 2015, 10:08

Re: Automation for games

Post by demiurgsage »

Players can and administrators can reject them.
viewtopic.php?p=33343#p33343
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Andy_K
Posts: 51
Joined: 13 February 2014, 15:59

Re: Automation for games

Post by Andy_K »

This is partly a design choice of the developer responsible for each particular game. The general principal is not to automate so much that it would cause confusion about which action is performed, especially if the time saved by doing so isn't particularly significant in the grand scheme of things.

It's a trade-off between time saved and game clarity, and unfortunately the best place to draw the line between the two is somewhat subjective.
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