

a management game where you build a fleet of robot servants that are deployed into homes of rich people in some future society where they work for you and generate an income that you can use to upgrade and expand. I think the concept can have a place in a game if it is thematically fitting within the context. I can see the appeal, but I'd never ever buy a game that doesn't have any decisions to make. Between the two of us it basically was a competition who could manage to keep it running for longer throughout the days. That game didn't even have graphics, just text, numbers and progress bars I think.

I used to "play" Progress Quest a bit "with a friend" when I was in school. What do y'all think? How (if at all) should we be incorporating auto-mode into our games? You can still feel like you accomplished something, without all that pesky having to pay attention and do stuff. Not a game at all, but more like watching a movie, so they say.īut on the flip side, gamers these days are more casual and multi-tasky than ever before, and maybe a game that plays itself is just what they need. I don't see anybody passionately in favor of it, but a lot of players saying basically, "You know what, it's surprising, but I actually kinda like it." And then I see people who hate it vehemently they argue that if the game has an auto mode, that's basically admitting that the game design is so shallow there are no interesting choices to be made. (Except perhaps with less clicking.)īut man, this is generating some fairly heated debates in the player community. Not fundamentally different, I suppose, from farming/gardening games where you just click to gather stuff, and then click to plant more stuff. But you still get to name your character, watch him level up, buy better gear with all the loots he gathers, etc. In at least some of these games, it sounds like you can play pretty much the entire game in auto-mode there is no difficulty whatsoever. I guess this supports my thesis that fun is about a sense of accomplishment, and not about difficulty. And here's a thread on Auto-RPGs at TouchArcade. See this blog post from last year, Entering the era of Auto-Mode.

It sounds ridiculous, but apparently a lot of people like it. You become a spectator (at least, for the duration of that encounter/battle/level/whatever). This is an increasingly common feature where you can turn on a mode where an AI plays for you. Here's an interesting game design development that I haven't seen discussed here yet.Īuto-play.
