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Isn't game design fun?
See also [[Anti
{{examples}}
* ''Deuteros'', an Amiga game, was praised for an almost supernatural sense of timing. The player would get to rediscover space travel. Just as he started to have enough of sending more and more stuff into space, the research teams would come up with an automated cargo transport system. Later on, fully automated orbital workshops, and after that, bulk matter transmitters.
* In the simulation game ''[[
* ''[[World of Warcraft]]'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 ''[[UFO
* ''[[Progress Quest]]'' takes this to its logical conclusion, eliminating the player from the equation entirely.
* ''Starflight 2: Trade Routes of the Cloud Nebula'' has a mineral probe, which can be deployed from a planetary lander to gather selected types of resources. It's a real timesaver since the player usually lands to look for trade centers and ruins, which are more lucrative, but needs stocks of metals on hand for repairs.
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* In ''[[Forza Motorsport]],'' you can hire AI drivers to do the racing for you. The trade-off is that this cuts into the prize money.
* ''[[Gran Turismo]] 4'' and ''5'' have B-Spec mode, which turns the games into playing a racing crew chief.
* ''[[
* ''[[Kingdom of Loathing]]'' has a [http://kol.coldfront.net/thekolwiki/index.php/Combat_Macros combat macro script language]. It's quite limited, lacking such things as variables.
** There is also a fan-made program called KolMafia which will automate damn near everything and has a comprehensive scripting language, among many other things. People have made scripts to play the entire game for you. The devs are fine with it.
* In ''[[
* ''[[Outpost 2]]'', an RTS, has an optional observation satellite that will automatically survey all resource deposits (make them usable) for the rest of the game. It manages to feel great while accomplishing very little: robotic surveyors are cheap and expendable. Yet it eases the crushing multitasking a bit, and is the first concrete benefit of a plotline about escaping the planet.
* Most [[Real Time Strategy]] games (or strategy games in general) will automate workers for gathering resources once you've set them up, or if a worker is very specific, it will do its job once it's created. You can effectively ignore them until they are needed elsewhere. Likewise, your combat units will attack any enemy on sight. In some cases, they'll pursue them for some time. More recent game will also have units react automatically given a situation (supposedly). For example, in ''[[Company of Heroes]]'', units that get attacked will find the nearest cover, but they won't move from their spot where you left them at.
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** Auto Pass: Ignore all opportunities to call opponents' discards except to win the hand. This is particularly useful because computer games usually try to keep the game moving quickly and won't stall after a discard if none of the opponents can call it. Thus if the game stalls for a couple seconds, you know someone probably has the requisite tiles in their hand to give them the option of calling the most recent discard. If you know you're going to pass every time, this skips the stall so it doesn't tip off your opponents regarding the composition of your hand.
** Auto ''Tsumokiri'': When enabled, every time you draw a tile, it'll automatically discard the tile you just drew (known as ''tsumokiri'' in Japanese) unless you can use it to declare a kong or it completes a winning hand. Useful if you're one tile away from a winning hand and are absolutely sure you won't want to change the composition of your hand no matter what comes up.
* ''[[
* ''[[Granado Espada]]'' has an array of automation options to help players with the unique multi-character gameplay (each character having almost as wide a range of actions as a typical MMO's lone hero and synergies must be set up in real time). Players formerly used these functions as an ersatz botting system but the developers have taken steps to progressively limit their usefulness.
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A common type of automation is turning the combat section of a larger game over to the computer. This is convenient when revisiting previous areas, [[Level Grinding]], or when combat has the tactical depth of wet tissue paper. Good auto-battle systems have a visible and responsive "manual control" button, allowing the player to act as an overseer and intervene when necessary. Great auto-battles have a "WAIT WAIT WAIT TAKE THAT BACK" button. No great auto-battles are known to exist.
* ''[[
** ''[[
* In the DS version of ''[[
* In the ''[[Monster Rancher]]'' series, you generally have the option to give your monster orders during battle, or letting them fight as they will. If your monster has low Loyalty, letting it choose its own moves reduces the chances that it will become confused and stall. [[Artificial Stupidity|On the other hand...]]
* The ''[[
* In ''[[
* ''[[
* ''Megatraveller 2: Quest for the Ancients''. If you turned on "React" your [[PC|PCs]] would automatically fire back at any enemy shooting at them. Since they could react much faster than you could and move around while doing so, it was usually best to let them fight it out with enemy forces.
* ''[[SaGa 3]]'' features an "Auto" option, which lets you toggle on/off AI controlling the characters.
* ''[[Phantasy Star IV]]'' has a macro system which sets commands for a turn using a single selection. Although the most common set tells all the characters to attack, new macros can be programmed in for using combination spells.
* In ''[[
* ''[[Grandia II]]'' has several options for automation. You can automate all your characters but the main one or have no control over any characters and just watch the computer fight the computer.
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Plenty of RPGs have an auto-battle option that consists of using the default attack until told otherwise. Try to group these here. Put examples above if their auto-battle features tactics or special abilities.
* The ''[[Mega Ten]]'' games (including ''[[Persona (
* ''[[
* The ''[[
* ''[[Alter AILA]]''
* Status inflictions such as "Beserk" can cause this involuntarily. If all of the player's characters get it, the player may have no control at all.
* ''[[
* Most [[MMORPG|MMORPGs]] will have the player character auto-attack (and use any skills tied to it) or use pre-selected skills over and over once ordered to hit something.
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* ''[[Sword of the Stars]]''.
* ''Dawn of War: Dark Crusade'' for defending territories that the player has already captured. You can improve your odds by increasing the amount of troops you start with, and since you start the level with every structure you had built on the last playthrough. However, it is not failsafe, as the computer doesn't understand the concept of [[Instant Win Condition|killing the HQ for instant victory.]]
* ''[[Star Wars]]: Rebellion'', a Star Wars themed [[
* ''[[Star Wars]]: Empire at War'' has auto-battle for both space and land battles. Space battles are far faster and more interesting. Fortunately land units are cheap, so the player can throw those at problems and focus on space!
* In ''[[
* ''[[Earthbound]]'', bless its heart, did this to generic RPG enemies. [[Preexisting Encounters]] 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'', ''[[Paper Mario (
* ''The Ancient Art of War'' and ''The Ancient Art of War at Sea''. If one of your units and an enemy unit were adjacent to each other, the computer would run the combat between them unless you used "Zoom" to take control of your unit.
* ''The Ancient Art of War in the Air''. The computer resolved dogfights and bombing runs unless you chose to get involved (which greatly increased the chance of your planes winning).
* In ''Space Battle'' for the [[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.
* ''[[Slave Maker]]'' allows you to decide if you want to automatically win or lose battles. While winning is obviously the preferable option, auto-losing does allow for some different paths to explore without having to let yourself lose.
* The ''[[
=== Autopilot ===
Turning controls over to the computer. This ranges from simple orientation aids to automatic travel that fast-forwards until something interesting comes up. Traveling without crossing the intervening space is an example of [[Warp Whistle]], instead.
* In ''[[
* ''Warhead'' has nine autopilots, which range from "Point the ship in the direction of motion" and "Keep going that-a-way while I sit here and rot" to "[[Take the Wheel]]! I'll man the guns!"
* A minor example in ''[[Ace Combat]]'' -- you can activate the autopilot, which will immediately set you to straight and level flight on whatever heading your nose is currently pointed. The only real use for this is to level yourself out in a dark or cloudy level after you've been dogfighting like mad and are no longer sure which way is up.
* The two easiest difficulty options in ''[[Bayonetta]]'' offer an "Automatic" mode where the game essentially performs all movement for you, essentially turning the game into a series of [[Action Commands]]...meaning you can play the whole thing [[A Date
* Dynamix's ''Red Baron''. While on a Patrol mission you could activate an autopilot which would fly your plane along your patrol route until you encountered enemy units.
* In the Roguelike ''[[Pokémon Mystery Dungeon]]'', holding the B button causes the player to "sprint", where the game fast-forwards their movement in a straight line until something interesting (fork in the road, hostile Pokemon, etc.) happens. Holding B A at the same time causes the game to fast-forward with the leader standing in place, primarily as a means for regenerating HP.
* In the ''[[Descent]]'' series, as a means of helping traditional FPS gamers adjust to its zero-gravity nature, had a control option to automatically align the player's ship at 90-degree angles to nearby floors/walls so that they could maneuver around it without slight tilts getting in the way.
* In ''[[
** In fact, it was sometimes a lot easier to use a kart or bike with low drift stats if one uses the auto drift options.
* ''Jump Raven'' had various copilot characters of varying aptitudes you could recruit, and responsibilities for various things (hovering, countermeasures, bombs, missiles, guns) could be toggled on or off at will.
* Interplay's old ''[[
* The ''[[
* The [[Mechwarrior]] titles: all mechs come fitted with an autopilot which will guide you through a sequence of pre-plotted navigation points and (fairly) intelligently avoid terrain problems on the way. On some missions this gives the player time for a quick sandwich or toilet break while their mech stomps its way to the first interesting bit.
* Most new [[MMORPG|MMORPGs]] have at least a rudimentary autopilot, where the player character can be directed to run to a distant point of interest without player intervention via the area map or minimap. Different games have different levels of comprehensiveness in their autopilot, to the level of traversing between maps without help or engaging the function from ''quest description windows''.
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* ''[[Master of Magic]]'' has the Grand Vizier function. Unfortunately it could only be toggled on and off for the whole empire, not configured or limited to the least interesting spots.
* ''[[Master of Orion]] II'' has a simple auto-build option. It simply builds according to a prearranged queue set up (in an order that most players don't want) and continues building until it has nothing more to build.
* The ''[[
** ''[[Free Civ]]'' adds build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue.
** You can also tell workers to auto-improve tiles, and even tell soldiers and scouts to auto-explore the area, with varying degrees of effectiveness.
* ''[[Sid
* ''[[Galactic Civilizations]] II'' has planetary governors that will automatically decide what to do on particular planets for you.
* ''Europa 1400: The Guild'' and ''The Guild 2'', games about medieval dynasties, offer supervisors for the player's shops and manufacturies at steep prices. The idea is that a player would make his own fortune, then find that it's become better to hand over the day-to-day operations to the CPU and concentrate on scheming.
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