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* ''VideoGame/FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(if) someone is at less than X% health (then) heal him", [[YouHaveResearchedBreathing and have to be earned before they can be used]].

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* ''Franchise/FinalFantasy'':
**
''VideoGame/FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(if) someone is at less than X% health (then) heal him", [[YouHaveResearchedBreathing and have to be earned before they can be used]].



* PlayedForLaughs in [[https://www.youtube.com/watch?v=47YPs-qwNQU an episode]] of ''WebVideo/JonTron''. Jon and his friends are playing [=FF13=], and can only get Lightning to go forward. They get freaked right out because "the game is playing itself", which Jon thinks is a sign of the Apocalypse, accompanied by the NightmareFuel scene from ''Film/RaidersOfTheLostArk''.

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* PlayedForLaughs in [[https://www.youtube.com/watch?v=47YPs-qwNQU an episode]] of ''WebVideo/JonTron''. Jon and his friends are playing [=FF13=], and can only get the aforementioned ''Final Fantasy XIII'', when Jon notices that Lightning can only seem to go forward. They After messing with the controls, they get freaked right out because "the game is playing itself", which Jon thinks is a sign of the Apocalypse, accompanied by the NightmareFuel scene from ''Film/RaidersOfTheLostArk''.itself" and start screaming in terror.
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* PlayedForLaughs in an episode of ''WebVideo/JonTron''. Jon and his friends are playing [=FF13=], and can only get Lightning to go forward. They get freaked right out because "the game is playing iself", which Jon thinks is a sign of the Apocalypse, accompanied by the NightmareFuel scene from ''Film/RaidersOfTheLostArk''.

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* PlayedForLaughs in [[https://www.youtube.com/watch?v=47YPs-qwNQU an episode episode]] of ''WebVideo/JonTron''. Jon and his friends are playing [=FF13=], and can only get Lightning to go forward. They get freaked right out because "the game is playing iself", itself", which Jon thinks is a sign of the Apocalypse, accompanied by the NightmareFuel scene from ''Film/RaidersOfTheLostArk''.
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* ''Auto Chess'' games are what you get when you take an [[RealTimeStrategy RTS]]/[[MultiplayerOnlineBattleArena MOBA]] and take away direct control of your units. You can upgrade or change out units, but you can't tell them where to go or what to attack.
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* The "continue" command in ''VideoGame/AIDungeon2'' can be used to let the AI keep generating more lines.[[note]]Which in itself was [[AscendedMeme born originally from players typing 'continue' in the dialogue box for the same effect]] before the option was added[[/note]] Of course, you can keep spamming the continue button for the AI to generate a story all on its own, the results of which can be quite... [[HilarityEnsues Amusing]].

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* The "continue" command in ''VideoGame/AIDungeon2'' can be used to let the AI keep generating more lines.[[note]]Which in itself was [[AscendedMeme born originally from players typing 'continue' in the dialogue box for the same effect]] before the option was added[[/note]] Of course, you can keep spamming the continue button for the AI to generate a story all on its own, the results of which can be quite... [[HilarityEnsues Amusing]]. Several users have used this to type in passages from books as custom prompts and see the AI try to continue with its own version of the story.
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** The "continue" command in ''VideoGame/AIDungeon2'' can be used to let the AI keep generating more lines.[[note]]Which in itself was [[AscendedMeme born originally from players typing 'continue' in the dialogue box for the same effect]] before the option was added[[/note]] Of course, you can keep spamming the continue button for the AI to generate a story all on its own, the results of which can be quite... [[HilarityEnsues Amusing]].

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** * The "continue" command in ''VideoGame/AIDungeon2'' can be used to let the AI keep generating more lines.[[note]]Which in itself was [[AscendedMeme born originally from players typing 'continue' in the dialogue box for the same effect]] before the option was added[[/note]] Of course, you can keep spamming the continue button for the AI to generate a story all on its own, the results of which can be quite... [[HilarityEnsues Amusing]].
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** The "continue" command in ''VideoGame/AIDungeon2'' can be used to let the AI keep generating more lines.[[note]]Which in itself was [[AscendedMeme born originally from players typing 'continue' in the dialogue box for the same effect]] before the option was added[[/note]] Of course, you can keep spamming the continue button for the AI to generate a story all on its own, the results of which can be quite... [[HilarityEnsues Amusing]].

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* In ''Kirby Super Star Ultra'', the remake of ''VideoGame/KirbySuperStar'', the interactive aspect of the tutorial (the parts which don't specifically deal with Gourmet Race, The Great Cave Offensive, or Milky Way Wishes) is completely removed.



* In ''Kirby Super Star Ultra'', the remake of ''VideoGame/KirbySuperStar'', the interactive aspect of the tutorial (the parts which don't specifically deal with Gourmet Race, The Great Cave Offensive, or Milky Way Wishes) is completely removed.
* ''[[VideoGame/MegamanBattleNetwork Megaman Battle Chip Challenge]]'' may be the ultimate example of this. You select your character and Navi, adjust their folder/deck (complete with an arbitrary limit to how strong it can be at any given time), and...that's it. All the fights are purely automated, and can even be put on fast forward. How well your Navi performs is based purely on how you built their deck (you can only access the folder between fights similar to side decks in card games), their generic attack, and RNG.



* ''[[VideoGame/MegamanBattleNetwork Megaman Battle Chip Challenge]]'' may be the ultimate example of this. You select your character and Navi, adjust their folder/deck (complete with an arbitrary limit to how strong it can be at any given time), and...that's it. All the fights are purely automated, and can even be put on fast forward. How well your Navi performs is based purely on how you built their deck (you can only access the folder between fights similar to side decks in card games), their generic attack, and RNG.

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* ''[[VideoGame/MegamanBattleNetwork Megaman ''VideoGame/TokyoTattooGirls'' is, like Battle Chip Challenge]]'' may be Challenge, almost entirely automated with the ultimate example of this. You select your character and Navi, adjust exception being how the player chooses to power up their folder/deck (complete with an arbitrary limit partner. This has led to how strong it can be at any given time), and...that's it. All multiple negative reviews of the fights are purely automated, and can even be put on fast forward. How well your Navi performs is based purely on how you built their deck (you can only access title, as the folder between fights similar to side decks in card games), their generic attack, and RNG.game was marketed as a StrategyRPG without revealing that every single "strategy" element was out of the player's hands.
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* The first level of the [[FirstPersonShooter FPS]] ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' can be completed (on Hardened difficulty, even), without ever firing your weapons except at two scripted spots. This is not a stealth level; rather, this example illustrates that the player's interactivity (using firearms) with the level is mostly optional: https://www.youtube.com/watch?v=RULv6HbgEjY

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* The first level of the [[FirstPersonShooter FPS]] ''[[VideoGame/CallOfDutyBlackOps Call of Duty: Black Ops]]'' can be completed (on Hardened difficulty, even), without ever firing your weapons except at two scripted spots. This is not a stealth level; rather, this example illustrates that the player's interactivity (using firearms) with the level is mostly optional: https://www.[[https://www.youtube.com/watch?v=RULv6HbgEjYcom/watch?v=RULv6HbgEjY this example]] illustrates that the player's interactivity (using firearms) with the level is mostly optional.


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** Incidentally, ''VideoGame/SuperMarioWorld'' has this as a Bonus World level fitting called "Don't Move!"
* ''[[VideoGame/MegamanBattleNetwork Megaman Battle Chip Challenge]]'' may be the ultimate example of this. You select your character and Navi, adjust their folder/deck (complete with an arbitrary limit to how strong it can be at any given time), and...that's it. All the fights are purely automated, and can even be put on fast forward. How well your Navi performs is based purely on how you built their deck (you can only access the folder between fights similar to side decks in card games), their generic attack, and RNG.
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Progress Quest is an Idle Game, not this trope.


* ''VideoGame/ProgressQuest'' plays itself after character "creation". It is a joke game parodying the MMORPG mechanics.
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The trope is about games being designed to operate without input from the player; this is not an example.


* Non-game example: Adam (TheAntichrist) of ''Literature/GoodOmens'' only has look at a game for a while until it starts playing itself out of fear.
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* PlayedForLaughs in an episode of ''WebVideo/JonTron''. Jon and his friends are playing [=FF13=], and can only get Lightning to go forward. They get freaked right out because "the game is playing iself", which Jon thinks is a sign of the Apocalypse, accompanied by the NightmareFuel scene from ''RaidersOfTheLostArk''.

to:

* PlayedForLaughs in an episode of ''WebVideo/JonTron''. Jon and his friends are playing [=FF13=], and can only get Lightning to go forward. They get freaked right out because "the game is playing iself", which Jon thinks is a sign of the Apocalypse, accompanied by the NightmareFuel scene from ''RaidersOfTheLostArk''.''Film/RaidersOfTheLostArk''.
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None


* PlayedForLaughs in an episode of ''WebVideo/JonTron''. Jon and Aron are playing [=FF13=], and can only get Lightning to go forward. Aron gets freaked right out because "the game is playing iself", which Jon thinks is a Sign of the Apocalypse.

to:

* PlayedForLaughs in an episode of ''WebVideo/JonTron''. Jon and Aron his friends are playing [=FF13=], and can only get Lightning to go forward. Aron gets They get freaked right out because "the game is playing iself", which Jon thinks is a Sign sign of the Apocalypse.Apocalypse, accompanied by the NightmareFuel scene from ''RaidersOfTheLostArk''.
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* ''VideoGame/SuperMarioMaker'' has seen a large number of levels designed where the usage of certain elements (like springs and rail platforms) will get Mario to the end of the stage with no input whatsoever from the player.
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Red link repair


A videogame forcibly automates an activity that--in other games of the same genre--have traditionally been controlled by the player. This can be during gameplay, or it can turn a story sequence that should have been playable into a non-interactive cutscene.

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A videogame video game forcibly automates an activity that--in other games of the same genre--have traditionally been controlled by the player. This can be during gameplay, or it can turn a story sequence that should have been playable into a non-interactive cutscene.



* PlayedForLaughs in an episode of ''WebVideo/JonTron.'' Jon and Aron are playing FF13, and can only get Lightning to go forward. Aron gets freaked right out because "the game is playing iself", which Jon thinks is a Sighn of the Apocalypse.

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* PlayedForLaughs in an episode of ''WebVideo/JonTron.'' ''WebVideo/JonTron''. Jon and Aron are playing FF13, [=FF13=], and can only get Lightning to go forward. Aron gets freaked right out because "the game is playing iself", which Jon thinks is a Sighn Sign of the Apocalypse.
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* PlayedForLaughs in an episode of ''WebVideo/JonTron.'' Jon and Aron are playing FF13, and can only get Lightning to go forward. Aron gets freaked right out because "the game is playing iself", which Jon thinks is a Sighn of the Apocalypse.
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Dragon Pals example

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** ''VideoGame/DragonPals'' makes this a requirement for '''all''' battles, including competition and bossless ones. All you have to do is enter it to initiate it. Fortunately, though, the quest fights can be done in the background, so you don't have to watch it play out on screen.
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* Non-game example: Adam (TheAntichrist) of ''Literature/GoodOmens'' only has look at a game for a while until it starts playing itself out of fear.
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** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII2'' follows this up, allowing switching between two characters, rather than the more traditional three or four.

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** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII2'' follows this up, allowing switching between two characters, rather than the more traditional three or four.
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* Any sport manager game. Your duties are managing the team and giving orders while the AI do the rest of the actions.
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* Any sport manager game. Your duty are managing the team and giving immediate orders while the AI do the rest of the actions.

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* Any sport manager game. Your duty duties are managing the team and giving immediate orders while the AI do the rest of the actions.
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* Any sport manager game. Your duty are managing the team and giving immediate orders while the AI do the rest of the actions.

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This trope does not argue that cutscenes are bad, or that turning cutscenes into [[PressXToNotDie quicktime events]] would be a better choice. Rather, it refers to a design choice that subverts a most players' expectations about gameplay mechanics by reducing the level of interactivity and player agency.

[[GameplayAutomation Gameplay Automation]] is the related trope where the automation is '''optional''' and can be interactive in that game by player choice.

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This trope does not argue that cutscenes are bad, or that turning cutscenes into [[PressXToNotDie quicktime QuickTime events]] would be a better choice. Rather, it refers to a design choice that subverts a most players' expectations about gameplay mechanics by reducing the level of interactivity and player agency.

[[GameplayAutomation Gameplay Automation]] GameplayAutomation is the related trope where the automation is '''optional''' and can be interactive in that game by player choice.
choice.



* Any game where the player can defeat enemies that features a [[CutsceneBoss Cutscene Boss]] is an example.
** Hitman: Absolution, a game about finding different ways to [[ExactlyWhatItSaysOnTheTin kill targets]], has some of your character's targets eliminated in cutscenes.
* The [[Franchise/AssassinsCreed Assassins Creed]] games, [[LeParkour parkour]]-styled [[PlatformGame platform games]], have automated the act of '''jumping'''. Rather than pressing a jump button, you hold down a run button and then move the joystick to run at a ledge; the character will jump gaps automatically. (A similar mechanic was developed for the N64 [[Videogame/TheLegendOfZeldaOcarinaOfTime Zelda]] games, but this was the first example of automated jumping in a [[PlatformGame platform game]].
* The first level of the [[FirstPersonShooter FPS]] [[VideoGame/CallOfDutyBlackOps Black Ops]] can be completed (on Hardened difficulty, even), without ever firing your weapons except at two scripted spots. This is not a stealth level, rather this example illustrates that the player's interactivity (using firearms) with the level is mostly optional. Demonstrated here: http://www.youtube.com/watch?v=RULv6HbgEjY
* In the remake of [[VideoGame/KirbySuperStar Kirby Super Star]], Kirby Super Star Ultra, the interactive aspect of the tutorial (the parts which don't specifically deal with Gourmet Race, The Great Cave Offensive, or Milky Way Wishes) is completely removed.
* [[ProgressQuest Progress Quest]] plays itself after character "creation". It is a joke game parodying the MMORPG mechanics.
* ''FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(If) someone is at less than X% health (then) heal them", [[YouHaveResearchedBreathing and have to be earned before they can be used]].
** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and also limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII2'' follows this up, allowing switching between two characters, rather than the more traditional three/four.

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* Any game where the player can defeat enemies that features a [[CutsceneBoss Cutscene Boss]] CutsceneBoss is an example.
** Hitman: Absolution, ''VideoGame/HitmanAbsolution'', a game about finding different ways to [[ExactlyWhatItSaysOnTheTin kill targets]], has some of your character's targets eliminated in cutscenes.
* The [[Franchise/AssassinsCreed Assassins Creed]] ''Franchise/AssassinsCreed'' games, which are [[LeParkour parkour]]-styled [[PlatformGame platform games]], {{platform game}}s, have automated the act of '''jumping'''. Rather than pressing a jump button, you hold down a run button and then move the joystick to run at a ledge; the character will jump gaps automatically. (A similar mechanic was developed for the N64 [[Videogame/TheLegendOfZeldaOcarinaOfTime Zelda]] ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Zelda]]'' games, but this was the first example of automated jumping in a [[PlatformGame platform game]].game.
* The first level of the [[FirstPersonShooter FPS]] [[VideoGame/CallOfDutyBlackOps ''[[VideoGame/CallOfDutyBlackOps Black Ops]] Ops]]'' can be completed (on Hardened difficulty, even), without ever firing your weapons except at two scripted spots. This is not a stealth level, rather level; rather, this example illustrates that the player's interactivity (using firearms) with the level is mostly optional. Demonstrated here: optional: http://www.youtube.com/watch?v=RULv6HbgEjY
* In ''Kirby Super Star Ultra'', the remake of [[VideoGame/KirbySuperStar Kirby Super Star]], Kirby Super Star Ultra, ''VideoGame/KirbySuperStar'', the interactive aspect of the tutorial (the parts which don't specifically deal with Gourmet Race, The Great Cave Offensive, or Milky Way Wishes) is completely removed.
* [[ProgressQuest Progress Quest]] ''VideoGame/ProgressQuest'' plays itself after character "creation". It is a joke game parodying the MMORPG mechanics.
* ''FinalFantasyXII'' ''VideoGame/FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(If) "(if) someone is at less than X% health (then) heal them", him", [[YouHaveResearchedBreathing and have to be earned before they can be used]].
** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and also limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII2'' follows this up, allowing switching between two characters, rather than the more traditional three/four.three or four.
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** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and also limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII-2'' follows this up, allowing switching between two characters, rather than the more traditional three/four.

to:

** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and also limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII-2'' ''VideoGame/FinalFantasyXIII2'' follows this up, allowing switching between two characters, rather than the more traditional three/four.
Is there an issue? Send a MessageReason:
None


* ''FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(If) someone is at less than X% health (then) heal them", [[YouHaveResearchedBreathing and have to be earned before they can be used]].

to:

* ''FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(If) someone is at less than X% health (then) heal them", [[YouHaveResearchedBreathing and have to be earned before they can be used]].used]].
** ''VideoGame/FinalFantasyXIII'' took the bold step of "streamlining" the franchise's combat system; reducing the player's choices of attacks and also limiting your commands to only the lead character. Your other characters where only loosely controlled by changing their role during battle, and you could only have six different combinations of roles during one battle. The sequel ''VideoGame/FinalFantasyXIII-2'' follows this up, allowing switching between two characters, rather than the more traditional three/four.
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None


* [[ProgressQuest Progress Quest]] plays itself after character "creation". It is a joke game parodying the MMORPG mechanics.

to:

* [[ProgressQuest Progress Quest]] plays itself after character "creation". It is a joke game parodying the MMORPG mechanics.mechanics.
* ''FinalFantasyXII'' has the Gambit system, where characters can be told to automatically do things in specific conditions. Unfortunately, Gambits don't get much more complicated than (for example) "(If) someone is at less than X% health (then) heal them", [[YouHaveResearchedBreathing and have to be earned before they can be used]].
Is there an issue? Send a MessageReason:
Typo. Sorry if it\'s nitpicky.


* The [[Franchise/AssassinsCreed Assassins Creed]] games, [[LeParkour parkour]]-styled [[PlatformGame platform games]], have automated the act of '''jumping'''. Rather than pressing a jump button, you hold down a run button and then move the joystick to run at a ledge; the character will jump gaps automatically. (A similar mechanic was developed for the N65 [[Videogame/TheLegendOfZeldaOcarinaOfTime Zelda]] games, but this was the first example of automated jumping in a [[PlatformGame platform game]].

to:

* The [[Franchise/AssassinsCreed Assassins Creed]] games, [[LeParkour parkour]]-styled [[PlatformGame platform games]], have automated the act of '''jumping'''. Rather than pressing a jump button, you hold down a run button and then move the joystick to run at a ledge; the character will jump gaps automatically. (A similar mechanic was developed for the N65 N64 [[Videogame/TheLegendOfZeldaOcarinaOfTime Zelda]] games, but this was the first example of automated jumping in a [[PlatformGame platform game]].

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A videogame automates an activity that--in other games of the same genre--have traditionally been controlled by the player. This can be during gameplay, or it can turn a story sequence that should have been playable into a non-interactive cutscene.

to:

A videogame forcibly automates an activity that--in other games of the same genre--have traditionally been controlled by the player. This can be during gameplay, or it can turn a story sequence that should have been playable into a non-interactive cutscene.



[[GameplayAutomation Gameplay Automation]] is the related trope where the automation is '''optional''' and can be interactive in that game by player choice.



* [[GameplayAutomation Gameplay Automation]] is the [[SubTrope Sub Trope]] where the automation is '''optional''' and could be made interactive in that game.
** I.e., if you fail a level too often in [[VideoGame/NewSuperMarioBrosU New Super Mario Bros Wii U]], a computer-controlled Luigi will play it for you.



* The [[Franchise/AssassinsCreed Assassins Creed]] games, a [[LeParkour parkour]]-styled [[PlatformGame platform games]], have automated the act of '''jumping'''.

to:

* The [[Franchise/AssassinsCreed Assassins Creed]] games, a [[LeParkour parkour]]-styled [[PlatformGame platform games]], have automated the act of '''jumping'''.'''jumping'''. Rather than pressing a jump button, you hold down a run button and then move the joystick to run at a ledge; the character will jump gaps automatically. (A similar mechanic was developed for the N65 [[Videogame/TheLegendOfZeldaOcarinaOfTime Zelda]] games, but this was the first example of automated jumping in a [[PlatformGame platform game]].
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transferred the polished-ish YKTTW description

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A videogame automates an activity that--in other games of the same genre--have traditionally been controlled by the player. This can be during gameplay, or it can turn a story sequence that should have been playable into a non-interactive cutscene.

Done well, automating a traditional gameplay mechanic can assist in [[GenreBusting genre-blurring]] and [[GenreDeconstruction genre deconstruction]]. Done poorly, it can remove player agency in an attempt to make a game more accessible to mainstream audiences.

This trope does not argue that cutscenes are bad, or that turning cutscenes into [[PressXToNotDie quicktime events]] would be a better choice. Rather, it refers to a design choice that subverts a most players' expectations about gameplay mechanics by reducing the level of interactivity and player agency.

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!!Examples:
* [[GameplayAutomation Gameplay Automation]] is the [[SubTrope Sub Trope]] where the automation is '''optional''' and could be made interactive in that game.
** I.e., if you fail a level too often in [[VideoGame/NewSuperMarioBrosU New Super Mario Bros Wii U]], a computer-controlled Luigi will play it for you.
* Any game where the player can defeat enemies that features a [[CutsceneBoss Cutscene Boss]] is an example.
** Hitman: Absolution, a game about finding different ways to [[ExactlyWhatItSaysOnTheTin kill targets]], has some of your character's targets eliminated in cutscenes.
* The [[Franchise/AssassinsCreed Assassins Creed]] games, a [[LeParkour parkour]]-styled [[PlatformGame platform games]], have automated the act of '''jumping'''.
* The first level of the [[FirstPersonShooter FPS]] [[VideoGame/CallOfDutyBlackOps Black Ops]] can be completed (on Hardened difficulty, even), without ever firing your weapons except at two scripted spots. This is not a stealth level, rather this example illustrates that the player's interactivity (using firearms) with the level is mostly optional. Demonstrated here: http://www.youtube.com/watch?v=RULv6HbgEjY
* In the remake of [[VideoGame/KirbySuperStar Kirby Super Star]], Kirby Super Star Ultra, the interactive aspect of the tutorial (the parts which don't specifically deal with Gourmet Race, The Great Cave Offensive, or Milky Way Wishes) is completely removed.
* [[ProgressQuest Progress Quest]] plays itself after character "creation". It is a joke game parodying the MMORPG mechanics.

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