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* Similar to ''Earthbound'', ''PaperMario'' included a few badges that allowed the player to defeat weak enemies on the field, without having to enter battle mode.

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* Similar to ''Earthbound'', ''PaperMario'' ''VideoGame/PaperMario'' included a few badges that allowed the player to defeat weak enemies on the field, without having to enter battle mode.
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* ''RadiantHistoria''. It bypasses the combo system, making it useful for finishing enemies off.
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abandoning survey vehicles adds to the game's atmosphere of having to get off an ever more hostile planet. This is the same mission where residences are upgraded to reinforced shelters.

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** In concept, not a bad idea; in execution, however... well, if the AI would only do what I told it to, I'd have been alright with it.



* ''[[{{Outpost2}} 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.

It eases the crushing multitasking a bit, and ties right into the game's plot about fleeing the planet.

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* ''[[{{Outpost2}} 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.

It
expendable. Yet it eases the crushing multitasking a bit, and ties right into fits the game's plot about fleeing the planet.

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** FinalFantasyXIII took this in a different direction, giving the player control of overall tactics such as each character's role in the party at specific times, in the form of Paradigms, while giving them a literal auto-battle button. This lines up a string of moves for your character, taking into account who has less health or needs which buffs (for medics and buffers), weaknesses and resistances that you are aware of on an enemy (for mages, commandos and debuffers), and other tactics depending on the situation. You still have the option to put in the commands yourself, but unless you have a very specific strategy you're implementing it generally gives you the best option.

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** FinalFantasyXIII ''FinalFantasyXIII'' took this in a different direction, giving the player control of overall tactics such as each character's role in the party at specific times, in the form of Paradigms, while giving them a literal auto-battle button. This lines up a string of moves for your character, taking into account who has less health or needs which buffs (for medics and buffers), weaknesses and resistances that you are aware of on an enemy (for mages, commandos and debuffers), and other tactics depending on the situation. You still have the option to put in the commands yourself, but unless you have a very specific strategy you're implementing it generally gives you the best option.



* SaGa3 features an "Auto" option, which lets you toggle on/off AI controlling the characters.

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* SaGa3 ''SaGa3'' features an "Auto" option, which lets you toggle on/off AI controlling the characters.
* ''PhantasyStarIV'' 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.



* ''AlterAILA''




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* ''SlaveMaker'' 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.


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** ''FreeCiv'' 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.

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* In ''PlantsVsZombies'' you can buy a snail which auto-collects the coins dropped by plants in your Zen Garden. Though you need to manually awake it in short intervals or feed it chocolate to keep it awake for an hour.

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* In ''PlantsVsZombies'' you can buy a snail which auto-collects the coins dropped by plants in your Zen Garden. Though you need to manually awake awaken it in for short intervals or feed it chocolate to keep it awake for an hour.hour.
* ''[[{{Outpost2}} 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.

It eases the crushing multitasking a bit, and ties right into the game's plot about fleeing the planet.



abandoning survey vehicles adds to the game's atmosphere of having to get off an ever more hostile planet. This is the same mission where residences are upgraded to reinforced shelters.



* PhantasyStarIV 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.

to:

* PhantasyStarIV 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.



* ''AlterAILA''

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* ''AlterAILA''



* ''SlaveMaker'' 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.



** FreeCiv 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.
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Added DiffLines:

* ''SlaveMaker'' 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.
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* ''AlterAILA''

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* PhantasyStarIV 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.


Added DiffLines:

** FreeCiv 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.
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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, LevelGrinding, 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. Unfortunately, no great auto-battles seem to exist.

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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, LevelGrinding, 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. Unfortunately, no No great auto-battles seem are known to exist.exist.
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* The ''{{WipEout}}'' series have an Autopilot power-up that let the computer control your ship for 5 seconds, an useful item when used in tough sections of a track.

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* ''[[{{Outpost2}} Outpost 2]]'', an RTS, has a mission about restarting a space program. It has an optional observation satellite, which will survey all resource deposits (make them usable) for the rest of the game. This isn't actually necessary: robo-surveyors are cheap and easy to use. It still ''feels'' very nice, since it's a tangible reward for advancing the plot, it eases the multitasking, and abandoning survey vehicles adds to the game's atmosphere of having to get off an ever more hostile planet. This is the same mission where residences are upgraded to reinforced shelters.




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* Most RealTimeStrategy 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 ''CompanyOfHeroes'', 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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* 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.
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* SaGa3 features an "Auto" option, which lets you toggle on/off AI controlling the characters.
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** 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.
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Added DiffLines:

** In concept, not a bad idea; in execution, however... well, if the AI would only do what I told it to, I'd have been alright with it.
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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, LevelGrinding, 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; unfortunately, none seem to have been made.

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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, LevelGrinding, 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; unfortunately, none button. Unfortunately, no great auto-battles seem to have been made.exist.
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* In ''[[UFOAfterBlank UFO: Aftermath]]'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Defending one's territory is an exercise in futility, until the player wins the first major victory by capturing an alien teleporter. Then the chopper always launches from the closest base.

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* In ''[[UFOAfterBlank UFO: Aftermath]]'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Defending Expanding one's territory is increases the number of trouble spots and sending the chopper careening back and forth becomes an exercise in futility, until the player wins the first major victory by capturing an alien teleporter. Then the chopper always launches from the closest base.
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Added DiffLines:

** FinalFantasyXIII took this in a different direction, giving the player control of overall tactics such as each character's role in the party at specific times, in the form of Paradigms, while giving them a literal auto-battle button. This lines up a string of moves for your character, taking into account who has less health or needs which buffs (for medics and buffers), weaknesses and resistances that you are aware of on an enemy (for mages, commandos and debuffers), and other tactics depending on the situation. You still have the option to put in the commands yourself, but unless you have a very specific strategy you're implementing it generally gives you the best option.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill.

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See also AntiFrustrationFeatures, where gameplay changes in response to the player's (lack of) skill. If the entire game is like this, it's a ProgrammingGame.




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* ''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 ''StarTrek'' adventure games allowed you to hand over control of different shipboard systems during [=3D=] battle sequences to the bridge officers.
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** 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.

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** There is also a fan-made program called KolMafia [=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.
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Added DiffLines:

** 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.
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** 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.
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* In ''[[UFOAfterBlank UFO: Aftermath]]'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Expansion increases the number of trouble spots, so

Sending the chopper careening all over the map is an exercise in futility, until the player wins the first major victory and captures an alien teleporter. Then the chopper always launches from the closest base.
* ''[[{{Outpost2}} Outpost 2]]'', an RTS, has a mission about restarting a space program. It has an optional observation satellite, which will survey all resource deposits (make them usable) for the rest of the game. This isn't actually necessary: robo-surveyors are cheap and easy to use. It still ''feels'' very nice, since it's an immediate concrete benefit for advancing the plot, it eases the multitasking a bit, and abandoning survey vehicles adds to the game's atmosphere of having to get off an ever more hostile planet. This is the same mission where residences are upgraded to reinforced shelters.

to:

* In ''[[UFOAfterBlank UFO: Aftermath]]'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Expansion increases the number of trouble spots, so

Sending the chopper careening all over the map
Defending one's territory is an exercise in futility, until the player wins the first major victory and captures by capturing an alien teleporter. Then the chopper always launches from the closest base.
* ''[[{{Outpost2}} Outpost 2]]'', an RTS, has a mission about restarting a space program. It has an optional observation satellite, which will survey all resource deposits (make them usable) for the rest of the game. This isn't actually necessary: robo-surveyors are cheap and easy to use. It still ''feels'' very nice, since it's an immediate concrete benefit a tangible reward for advancing the plot, it eases the multitasking a bit, multitasking, and abandoning survey vehicles adds to the game's atmosphere of having to get off an ever more hostile planet. This is the same mission where residences are upgraded to reinforced shelters.

Added: 1037

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Removed: 434

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Worst of all, ArtificialStupidity is waiting for a chance to show its ugly face. The player might be winning glorious victories or building wonders to stand the test of time; it's just going to be frustrating if he has to do it by shepherding a computer that should know better. Still, automation is often important in keeping a game fun and challenging.

to:

Worst of all, ArtificialStupidity is waiting for a chance to show its ugly face. The player might be winning glorious victories or building wonders to stand the test best of time; it's just going to be frustrating if he has to do it by shepherding a computer that should know better. Still, automation is often important in keeping a game fun and challenging.



* In ''[[UFOAfterBlank UFO: Aftermath]]'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Sending the chopper careening all over the map is an exercise in futility, until the player wins the first major victory and captures an alien teleporter. Then the chopper always launches from the closest base.

to:

* In ''[[UFOAfterBlank UFO: Aftermath]]'', the player has a squad of soldiers, an Earth full of aliens and mutants to conquer, and one helicopter to do it with. Expansion increases the number of trouble spots, so

Sending the chopper careening all over the map is an exercise in futility, until the player wins the first major victory and captures an alien teleporter. Then the chopper always launches from the closest base.




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* ''KingdomOfLoathing'' has a [[http://kol.coldfront.net/thekolwiki/index.php/Combat_Macros combat macro script language]]. It's quite limited, lacking such things as variables.
* In ''PlantsVsZombies'' you can buy a snail which auto-collects the coins dropped by plants in your Zen Garden. Though you need to manually awake it in short intervals or feed it chocolate to keep it awake for an hour.



* Plenty of [=RPGs=] have an auto-battle option that consists of spamming default attacks until told otherwise:
** The ''MegaTen'' games (including ''{{Persona}}'', excluding the Raidou games and ''DevilSurvivor'' for their different combat systems) have the "Rush" command, which speeds the flow of battle by about 50% and forces all party members to stick with physical attacks, overriding their selected tactics.
** ''{{Suikoden}}''.



* {{Goldbox}} games, such as ''PoolsOfDarkness'' or ''UnlimitedAdventures'', have a "Quick" option in battle which puts a character under computer control, or you can turn over the entire party to CPU control by pressing Alt-Q. Of course, due to ArtificialStupidity, this is only a good idea if the battle is easy.


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* {{Goldbox}} games, such as ''PoolsOfDarkness'' or ''UnlimitedAdventures'', have a "Quick" option in battle which puts a character under computer control, or you can turn over the entire party to CPU control by pressing Alt-Q. Of course, due to ArtificialStupidity, this is only a good idea if In ''TheWorldEndsWithYou'', the battle is easy.

system allows you to control two characters at once, one on each screen. However, if this gets confusing or if it's a particularly difficult battle, you can allow your partner to go into 'Auto' mode.
* ''FinalFantasyTactics'' - you can even set what sort of behavior the auto-controlled characters have. Set Auto Battle on someone who has Math Skill and let TheComputerIsACheatingBastard work in your favor!
* ''Megatraveller 2: Quest for the Ancients''. If you turned on "React" your {{PC}}s 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.
* ''HeroesOfMightAndMagic''

[[AC:Melee spam]]
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 ''MegaTen'' games (including ''{{Persona}}'', excluding the Raidou games and ''DevilSurvivor'' for their different combat systems) have the "Rush" command, which speeds the flow of battle by about 50% and forces all party members to stick with physical attacks, overriding their selected tactics.
* ''{{Suikoden}}''.
* The ''BreathOfFire'' series.




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*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.



* ''DungeonCrawl'' has two types of autopilot:
** Auto-explore, which automates moving the player-character around to map out the as-yet-unseen parts of a dungeon level, and also picking up newly found items. It stops to let the player take over if something interesting is discovered or if a hostile monster is encountered.
** Auto-travel, which automates moving between two known locations across previously mapped territory.

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* ''DungeonCrawl'' has two types of autopilot:
** Auto-explore,
Dynamix's ''Red Baron''. While on a Patrol mission you could activate an autopilot which automates moving would fly your plane along your patrol route until you encountered enemy units.
* In
the player-character around to map out Roguelike ''PokemonMysteryDungeon'', holding the as-yet-unseen parts of a dungeon level, and also picking up newly found items. It stops to let B button causes the player take over if to "sprint", where the game fast-forwards their movement in a straight line until something interesting is discovered or if a interesting (fork in the road, hostile monster 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 ''MarioKart Wii'' the player
is encountered.
** Auto-travel, which automates moving between two known locations across previously mapped territory.
allowed to select "Automatic" or "Manual" drifting around corners, with the former intended primarily for first-time players (as only manual drifting features mini-turbo boosts).

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* ''DungeonCrawl'' has two types of autopilot:
** Auto-explore, which automates moving the player-character around to map out the as-yet-unseen parts of a dungeon level, and also picking up newly found items. It stops to let the player take over if something interesting is discovered or if a hostile monster is encountered.
** Auto-travel, which automates moving between two known locations across previously mapped territory.
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Worst of all, ArtificialStupidity is waiting for a chance to show its ugly face. The player might be winning glorious victories or building wonders to stand the best of time; it's just going to be frustrating if he has to do it by shepherding a computer that should know better. Still, automation is often important in keeping a game fun and challenging.

to:

Worst of all, ArtificialStupidity is waiting for a chance to show its ugly face. The player might be winning glorious victories or building wonders to stand the best test of time; it's just going to be frustrating if he has to do it by shepherding a computer that should know better. Still, automation is often important in keeping a game fun and challenging.
Is there an issue? Send a MessageReason:
None




to:

\n* {{Goldbox}} games, such as ''PoolsOfDarkness'' or ''UnlimitedAdventures'', have a "Quick" option in battle which puts a character under computer control, or you can turn over the entire party to CPU control by pressing Alt-Q. Of course, due to ArtificialStupidity, this is only a good idea if the battle is easy.

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Examples:

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Examples:
!!Examples:



* ''Fragile Allegiance'' has AI governors for hire with varying salaries and capabilities. One cheaper one, for instance, is described as good as long as she isn't given too much to deal with. Black market wares include the governors' background details, and those seem to have actual gameplay use, since the game has both a "fire" button and a "fire, imprison, and put under armed guard" button.

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* ''Fragile Allegiance'' has AI governors for hire with varying salaries and capabilities. One cheaper one, for instance, is described as good as long as she isn't given too much to deal with. Black market wares include the governors' background details, and those seem to have actual gameplay use, since the game has both a "fire" button and a "fire, imprison, and put under armed guard" button.button.
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