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* ''VideoGame/StarControl 2''

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* ''VideoGame/StarControl 2'' features an autopilot for Hyperspace and Quasispace travel. Simply select your destination and let the computer move the ship there (a flashing "Autopilot" message will appear), even if the ship just moves in a straight line and it will not attempt evasive actions if there're encounters in Hyperspace.
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* In the ''VideoGame/StarControl'' series it's possible to let the computer take care of space battles for you, even if ArtificialStupidity is likely to rear its head and cause you the loss of a battle you could win effortlessly (say, your flagship fully upgraded and transformed into a battleship outfitted with Hellbore cannons against an Ur-Quan dreadnought).


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* ''VideoGame/StarControl 2''
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** ''VideoGame/FinalFantasyXIII'' automates all actions for the two party members the player doesn't control, and encourages the use of the Auto-Battle button, which will (usually) line up an optimal sequence of actions to be performed, taking into account almost every variable in play. Unless a specific sequence of attacks is desired, player input is mostly done on a semi-strategic level by either using special, limited-use abilities or by performing a "Paradigm Shift"--changing the current classes of the party.

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** ''VideoGame/FinalFantasyXIII'' automates all actions for the two party members the player doesn't control, and encourages provides the use of the an Auto-Battle button, which will (usually) line up an optimal sequence of actions to be performed, taking into account almost every variable in play. Unless a specific sequence of attacks is desired, player input is mostly can be done on a semi-strategic level by either using special, limited-use abilities or by performing a "Paradigm Shift"--changing the current classes of the party.
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* In ''Space Battle'' for the UsefulNotes/{{Intellivision}}, when one of your patrols intercepted an incoming enemy squadron, the game would start "playing" the battle automatically, taking out approximately three enemy ships for each of your ships in the squadron. This was important as, when you engaged the combat mode yourself, the rest of the game was still progressing in the background.

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* In ''Space Battle'' for the UsefulNotes/{{Intellivision}}, Platform/{{Intellivision}}, when one of your patrols intercepted an incoming enemy squadron, the game would start "playing" the battle automatically, taking out approximately three enemy ships for each of your ships in the squadron. This was important as, when you engaged the combat mode yourself, the rest of the game was still progressing in the background.
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correct details about earthbound


* ''VideoGame/EarthBound1994'': PreexistingEncounters that are too weak to pose a challenge will move away from the player characters, and touching one will trigger an automatic victory (with the spoils!).

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* ''VideoGame/EarthBound1994'': PreexistingEncounters that are too weak to pose If a challenge will move away from battle would be solved before the enemies get a turn by the player characters, and touching one will trigger an automatic victory (with just using normal attacks, it is won instantly. This accounts for the spoils!).extra player turn if the enemy is taken by surprise, such as when they are fleeing.
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* In ''VideoGame/AgeOfWonders'', when entering a battle you have the option of either directing your troops manually, or letting the computer instantly decide the outcome of the battle. The computer doesn't use your spells and doesn't take into account strategies and tactics you might have used, so it's best used when victory is all but certain anyway.

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* In ''VideoGame/AgeOfWonders'', when entering a battle you have the option of either directing your troops manually, or letting the computer instantly decide the outcome of the battle. The computer doesn't use your spells and doesn't take into account strategies and tactics you might have used, so it's best used when victory is all but certain anyway. Alternatively, you can exploit the autobattle system to win battles that would be impossible in tactical mode (e.g. massed ranged units are much stronger because they always get a free shot at the start regardless of speed or positioning.)
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[[caption-width-right:304:[[TotalPartyKill Results may vary.]]]]
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There is no page for Assist Mode


See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's an IdleGame or a ProgrammingGame. In its optional form, it can be considered a supertrope of AssistMode. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's an IdleGame or a ProgrammingGame. In its optional form, it can be considered a supertrope of AssistMode.MercyMode. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.
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* ''VideoGame/Fallout4 '' features the option to establish supply routes between the player's various settlements for those with sufficiently high charimsa, who take the required perk. This does absolutely nothing the player can't do themselves - required supplies can be taken from a workbench in one settlement and fast-travelled to another with no real effort - but it relieves the mind-numbing tedium of having to do it all yourself.

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* ''VideoGame/Fallout4 '' features the option to establish supply routes between the player's various settlements for those with sufficiently high charimsa, charisma, who take the required perk. This does absolutely nothing the player can't do themselves - required supplies can be taken from a workbench in one settlement and fast-travelled to another with no real effort - but it relieves the mind-numbing tedium of having to do it all yourself.
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* ''VideoGame/{{Necesse}}'' has settlers that can be recruited to automatically do basic tasks like chopping trees, planting and harvesting seeds, or fishing.
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* ''VideoGame/XenobladeChronicles2'' and ''[[VideoGame/XenobladeChronicles3 3]]'' both have this function. It's locked behind paid DLC, the AI takes control of everything except Chain Attacks, and can be used in any battle in ''2'', or is baseline and will use chain attacks, but can't be used in boss or Unique Monster battles in ''3''.
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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's an IdleGame or a ProgrammingGame. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's an IdleGame or a ProgrammingGame. In its optional form, it can be considered a supertrope of AssistMode. VideoGameDelegationPenalty is when automating gameplay function makes them less effective than humans running them. For the application of this trope to economy, see AIGeneratedEconomy.
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* ''VideoGame/WorldOfWarcraft's'' scripting and macro system originally allowed "push this button to play your character" mods. Blizzard has gradually restricted functionality to avert this over the years. The game is also rife with illegal hacked clients that completely automate gathering crafting materials from nodes, but that's deliberate cheating.
* In ''VideoGame/UFOAftermath'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Expanding one's territory increases the number of trouble spots and sending the chopper careening back and forth becomes an exercise in futility, until the player wins the first major victory by capturing an alien teleporter. Then the chopper always launches from the closest base.

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* ''VideoGame/WorldOfWarcraft's'' ''VideoGame/WorldOfWarcraft'': The scripting and macro system originally allowed "push this button to play your character" mods. Blizzard has gradually restricted functionality to avert this over the years. The game is also rife with illegal hacked clients that completely automate gathering crafting materials from nodes, but that's deliberate cheating.
* In ''VideoGame/UFOAftermath'', the ''VideoGame/UFOAftermath'': The player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Expanding one's territory increases the number of trouble spots and sending the chopper careening back and forth becomes an exercise in futility, until the player wins the first major victory by capturing an alien teleporter. Then the chopper always launches from the closest base.



* In ''VideoGame/Warcraft3'' and ''VideoGame/Starcraft2'', worker units can be set to use their repair ability automatically. Very useful. The RealTimeStrategy genre as a whole has been inching towards this. Construction orders became build queues, which have been getting repeat options (''VideoGame/DawnOfWar: Dark Crusade'', ''VideoGame/RiseOfNations''). Some games have units automatically find ways to make themselves useful (''Rise of Nations'', ''Original War'').

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* In ''VideoGame/Warcraft3'' ''VideoGame/WarcraftIIIReignOfChaos'' and ''VideoGame/Starcraft2'', worker units can be set to use their repair ability automatically. Very useful. The RealTimeStrategy genre as a whole has been inching towards this. Construction orders became build queues, which have been getting repeat options (''VideoGame/DawnOfWar: Dark Crusade'', ''VideoGame/RiseOfNations''). Some games have units automatically find ways to make themselves useful (''Rise of Nations'', ''Original War'').
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[[quoteright:350:[[VideoGame/{{Miitopia}} https://static.tvtropes.org/pmwiki/pub/images/gameplay_automation_7.png]]]]

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[[quoteright:350:[[VideoGame/{{Miitopia}} [[quoteright:304:[[Webcomic/DanbyDrawsComics https://static.tvtropes.org/pmwiki/pub/images/gameplay_automation_7.png]]]]
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* The two easiest difficulty options in ''VideoGame/{{Bayonetta}}'' offer an "Automatic" mode where the game essentially performs all movement for you, essentially turning the game into a series of ActionCommands... meaning you can, ah, play the whole thing [[ADateWithRosiePalms using just one hand]].

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* The two easiest difficulty options in ''VideoGame/{{Bayonetta}}'' offer an "Automatic" mode where the game essentially performs all movement for you, essentially turning the game into a series of ActionCommands... meaning you can, ah, play the whole thing [[ADateWithRosiePalms using just one hand]].hand.

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Bad idea. This violates indentation rules


* The ''Franchise/ShinMegamiTensei'' games, including the ''Franchise/{{Persona}}'' series (though not the ''Raidou'' and ''VideoGame/DevilSurvivor'' games, as they have the same standard TurnBasedCombat) have the "Rush" command, which speeds the flow of battle by about 50% and forces all party members to stick with physical attacks, overriding their selected tactics.
** ''VideoGame/ShinMegamiTenseiIV'' introduced the "Auto-Pinpoint" app, which speeds up battle like "Rush" but instead of normal attacks, the AI will use skills to pinpoint enemy weaknesses if they are able to.

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* The ''Franchise/ShinMegamiTensei'' games, including the ''Franchise/{{Persona}}'' series (though not the ''Raidou'' and ''VideoGame/DevilSurvivor'' games, as they have the same standard TurnBasedCombat) have the "Rush" command, which speeds the flow of battle by about 50% and forces all party members to stick with physical attacks, overriding their selected tactics.
**
tactics. ''VideoGame/ShinMegamiTenseiIV'' introduced the "Auto-Pinpoint" app, which speeds up battle like "Rush" but instead of normal attacks, the AI will use skills to pinpoint enemy weaknesses if they are able to.



* ''VideoGame/AlterAILA''
** Most of the games produced with the vanilla UsefulNotes/RPGMaker 2000 and 2003 will have the same feature due to it being harded-coded within the default battle system.

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* ''VideoGame/AlterAILA''
**
''VideoGame/AlterAILA'': Most of the games produced with the vanilla UsefulNotes/RPGMaker 2000 and 2003 will have the same feature due to it being harded-coded within the default battle system.
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Moved as there are two games called Earthbound on this wiki. Removed unneeded mentions of other examples.


* ''VideoGame/{{Earthbound}}'': PreexistingEncounters that are too weak to pose a challenge will move away from the player characters, and touching one will trigger an automatic victory (with the spoils!).
* Similar to ''Earthbound'', ''VideoGame/PaperMario'' includes a few badges that allow the player to defeat weak enemies on the field, without having to enter battle mode. Starting with ''VideoGame/PaperMarioStickerStar'', stomping or hammering weak enemies on the overworld will defeat them instantly after collecting enough {{Plot Coupon}}s.

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* ''VideoGame/{{Earthbound}}'': ''VideoGame/EarthBound1994'': PreexistingEncounters that are too weak to pose a challenge will move away from the player characters, and touching one will trigger an automatic victory (with the spoils!).
* Similar to ''Earthbound'', ''VideoGame/PaperMario'' includes a few badges that allow the player to defeat weak enemies on the field, without having to enter battle mode. Starting with ''VideoGame/PaperMarioStickerStar'', stomping or hammering weak enemies on the overworld will defeat them instantly after collecting enough {{Plot Coupon}}s.
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Crosswicking Dislyte

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* ''VideoGame/{{Dislyte}}'': After clearing a stage, the Multi-Battle feature is unlocked for it. Your units are AI-controlled and you can play other sections in the game while the auto-battles run. Up to ten battles are done per Multi-Battle but you can also opt-out out of Multi-Battle early. However, if Multi-Battle is running, you can't do it for other battles until that run is finished and for story stages specifically, if you have Multi-Battle running on one, you can't play any story stages at all.
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Up To Eleven is a defunct trope


*** Many of the functions of Thaumcraft's golems and more things, such as non-domestic mob grinding and [[ItemCrafting crafting]] automation, are covered by the tech mod [=MineFactoryReloaded=], most of which are extensible with range upgrades, [[UpToEleven allowing farms to extend 25 blocks in each direction from one harvester and one planter]].

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*** Many of the functions of Thaumcraft's golems and more things, such as non-domestic mob grinding and [[ItemCrafting crafting]] automation, are covered by the tech mod [=MineFactoryReloaded=], most of which are extensible with range upgrades, [[UpToEleven allowing farms to extend 25 blocks in each direction from one harvester and one planter]].planter.
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Moved as there are two games called Earthbound on this wiki.


* ''VideoGame/EarthBound'' allows one to enable Auto-Play for a particular battle. Unfortunately, it can not be switched off until the battle is over.

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* ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' allows one to enable Auto-Play for a particular battle. Unfortunately, it can not be switched off until the battle is over.

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