|
|
|
|
|
by glorioushubris
1320 days ago
|
|
Sometimes games don't do this due to genre conventions/player expectation. In 2006 Square-Enix shipped a simple programmable system for gameplay automation with the gambit system in Final Fantasy XII. It let you put together a hierarchical list of if->then statements for how characters behaved during battle. It essentially let players "equip" a battle strategy the same way they would equip weapons or armor. This seemed like something highly desirable, since Final Fantasy (and JRPGs in general) had lots of repetitive, grind-y encounters where the tactics didn't change from battle to battle. People hated it. The popular dismissive criticism was, "Who wants to sit and watch a game play itself?" Players were used to picking and timing all their actions by hand during battles. Many Final Fantasy players back then resented the game "taking away" something they expected and wanted in the game. (It didn't; you could turn gambits off at any time and play the old way, but players got mad anyway because the gambit system seemed like how you were "supposed" to play it.) In the years since there's been a much more positive re-evaluation. As of the 2017 release of the remastered Final Fantasy XII: The Zodiac Age, most of the retrospective reviews had come around to "actually, the gambit system is really clever." But the initial response was so strongly negative that we've never seen the like again in a Final Fantasy game. There are some games where things not being automated is, for many players, the whole point. |
|
By automating combat Final Fantasy XII basically made a big hole in the very heart of the game.
Contrast that with something like Minecraft where ComputerCraft is very popular. CompterCraft allows you to program robots to do boring, tedious tasks using Lua. It frees up the player to do more exploration or building, which is the heart of Minecraft.