We defined automation in games as something that requires player input, specifically to differentiate between NPC actions and automation. Furthermore automations might vary in terms of player freedom - some games provide tools that allow fine grained control while others limit the player to a few parameters that can be setup. This influences the depth/mightiness/complexity of the provided tools and in turn also potential problems and their solutions.
We added the tags basic and advanced to differentiate between automations that for example only automate one game element and those that allow the player to automate complex processes. Furthermore we wanted to show the difference of automations which can be customized fully to those that are predefined (_assemble automation_ and _configure automation_). Finally we indicate the relevance to the game by adding the tags optional and _mandatory_, the latter for example including riddle based games that incorporate automations.
Related Changes
(01.04) Init tag automation to root
(06.04, TAG ITERATION A-Z) Add new tags advanced, assemble automation, basic, configure automation, mandatory, optional to automation
(14.04, TAG ITERATION A-Z) Append automation subtree from root to problem solving
(14.04, TAG ITERATION A-Z) Append automation subtree from problem solving to problem solving techniques
(15.04, TAG ITERATION III) Remove tag mandatory
(15.04, TAG ITERATION III) Remove tag optional
(15.04, TAG ITERATION III) Rename assemble automation to auto: assemble
(15.04, TAG ITERATION III) Rename configure automation to auto: configure tag
(15.04, TAG ITERATION III) Rename advanced to auto: advanced
(15.04, TAG ITERATION III) Rename basic to auto: basic
After using this tag in Phase 3 we concluded that a refinement of this subtree is needed. Reason for this are mostly difficulties to decide which tag to use for which type of automation.
01.04.2024 Discussion
Related Changes
Example Games