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Action / Movement Programming
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ObjectID: 2689
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In programming, every player must secretly choose and commit their moves for the next 'n' turns. Then each player plays their turns out according to the choices made. The key to Action / Movement Programming is that all players choose and lock in their actions, prior to anyone executing any of their actions. Once all of the actions are locked in, then an execution phase occurs where all of the previously locked in actions are executed. This mechanism relies heavily on a player planning several moves ahead and anticipating what other players, or the game will do that may affect the actions chosen. Often this results in things going spectacularly or amusingly wrong, because the status of the game changed in ways one did not anticipate, or hoped would not happen, before the action is executed. Conversely when a complex series of pre-programmed actions works exactly as anticipated the player's feeling of accomplishment is quite high which makes this both a very frustrating, and very gratifying mechanic.

Examples of games with a programming mechanic are RoboRally and Dungeon Lords.

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