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The game is also rife with illegal hacked clients that completely automate gathering crafting materials from nodes, but that's deliberate cheating. Blizzard has gradually restricted functionality to avert this over the years. World of Warcraft's scripting and macro system originally allowed "push this button to play your character" mods.It's either mindnumbing, since it means moving a single slider and there are lots of buildings, or the player may have the game do it at a serious cost. In the simulation game Afterlife (1996), buildings have to be manually balanced every so often to stay efficient.Later on, fully automated orbital workshops, and after that, bulk matter transmitters. 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. The player would get to rediscover space travel. Deuteros, an Amiga game, was praised for an almost supernatural sense of timing.Take away the same player's shuttlecraft once his empire discovers warp travel: he may have appreciated the break from cutthroat scheming against the Star Federation With Lots of Missiles, he may have wanted to savor the feeling of taking care of his little future people, or he may not have cared about the shuttles, yet dislike the feeling of being railroaded. Once he's progressed to forging the Great Galactic Empire of Really Big Laser Guns, optimizing planetary shuttle schedules will just be a nuisance.Īutomation affects the very core of the experience, so it's remarkably easy to screw up.
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The player who cheerfully clicks through a lot of controls to found a moonbase will be a lot less enthusiastic about clicking through the same controls 50 times over to resupply and expand it. This may seem to run counter to the entire point of video games, but the medium is not just about poking at stuff - it's about poking at fresh and interesting stuff. The act of taking a video game's existing interactivity away from the player, or giving the option to relinquish it.
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