So, Vanguard mentioned that we should just remove mindless, repetitive parts of gameplay from the game. But I think Xecutor is right in asking whether that is really always possible. Sure those parts wouldn't be there in an ideal game, but can anyone name a game that has no parts like that whatsoever?
Also, I think one problem here is that we are overlooking what types of input the sessions of simulated play would require from the player. Anyone who thinks that these simulation aspects would just be an "easy mode" or play the game for you should think more about how they would actually be implemented. Presumably, the player is going to have to put some thought into editing algorithms which would determine the behavior of the PC during the period that behavior was automated, at least if they want the PC to survive.
Heck, if nothing else, the player has to specify what conditions will return direct control of the PC to them, right? Otherwise the simulation would go on forever. Those conditions could be that a certain amount of time had passed, or, more importantly, they could be that the PC had lost a certain amount of health.
But that's just the beginning. A lot of other algorithms would need to be adjusted too. How low does the PC's HP need to get before they rest, use a healing item, retreat from battle, etc. When should they use melee vs ranged combat vs magic? What monsters should they avoid entirely? I could go on, but all you have to do is try playing Final Fantasy XII to see that there is a lot of strategy involved in setting up and editing these types algorithms.
I don't buy the idea that playing a game using preset algorithms is somehow not really playing the game, either. This is the kind of argument that was used against Final Fantasy XII when it first came out, for instance. The algorithms really don't do anything for you that you couldn't do for yourself already, albeit more tediously.
You girls/guys also mentioned that you should take tedious elements out of the game rather than using Xecutor's ideas to make them more palatable. But, you know what parts of many roguelikes are trivial and repetitive? most of what you do in them. How much strategy is really involved in going up to a monster and pushing the arrow key to kill it? Not much, and that is what you do in combat, more often than not.
That's not to say that, overall, gameplay isn't cerebral and doesn't involve a lot of resourcefulness and skill. It definitely does. There are just also a lot of times where you do things that you don't really have to think about. I mean, there are times when my PC's die from what could be called my own boredom, because I was doing something I had done so many times before that I wasn't really paying attention.
You know I think that part of people's reaction to this kind of automation comes from some sort of deep feeling that a series of preset algorithms couldn't possibly capture the nuance of their play style. Sort of the "there's no way a computer could ever replace me" mindset.
But, I disagree with that. I think that by setting relatively few conditional statements, you could "play" a character better than a human using the hands on approach. I mean, you guys who are so into min-maxing seem like you would really be interested in exploring that line of thinking. Has anyone tried to come up with a "program" for ideal roguelike play?