Difference between revisions of "Strategic Planning"
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[[:Category:Strategy Games|Strategy Games]] and [[:Category:Wargames|Wargames]] depend on both tactical and [[Strategic Planning]], with the importance of the latter typically being more significant in the beginning of gameplay and the former being more significant in endgames. Examples of these games are numerous, ranging from the ancient [[Chess]], [[Go]], [[Hnefatafl]], [[Kriegsspiel]], and [[Mahjong]] to the more modern [[Diplomacy]], [[Hex]], [[Reversi]], [[Risk]], and [[Stratego]]. Computer-based examples such as [[Civilization (video game) series|Civilization]], [[Europa Universalis series|Europa Universalis]], [[Hearts of Iron series|Hearts of Iron]], and [[Victoria series]] can add additional complexity to these games through having the computer handle the bookkeeping necessary for supporting huge numbers of units. | [[:Category:Strategy Games|Strategy Games]] and [[:Category:Wargames|Wargames]] depend on both tactical and [[Strategic Planning]], with the importance of the latter typically being more significant in the beginning of gameplay and the former being more significant in endgames. Examples of these games are numerous, ranging from the ancient [[Chess]], [[Go]], [[Hnefatafl]], [[Kriegsspiel]], and [[Mahjong]] to the more modern [[Diplomacy]], [[Hex]], [[Reversi]], [[Risk]], and [[Stratego]]. Computer-based examples such as [[Civilization (video game) series|Civilization]], [[Europa Universalis series|Europa Universalis]], [[Hearts of Iron series|Hearts of Iron]], and [[Victoria series]] can add additional complexity to these games through having the computer handle the bookkeeping necessary for supporting huge numbers of units. | ||
− | [[:Category:Zero-Player Games | + | [[:Category:Zero-Player Games|Zero-Player Games]] |
[[4 Minutes and 33 Seconds of Uniqueness]] | [[4 Minutes and 33 Seconds of Uniqueness]] |
Revision as of 11:23, 22 May 2011
Planning based solely on knowledge of game rules and the abilities of other players.
This pattern is a still a stub.
Note: definitions of strategy and tactics vary. For this collection of patterns, strategy refers to aspects of games that do not depend on any specific game state while tactics relate to how one acts on specific game states.
Examples
Strategy Games and Wargames depend on both tactical and Strategic Planning, with the importance of the latter typically being more significant in the beginning of gameplay and the former being more significant in endgames. Examples of these games are numerous, ranging from the ancient Chess, Go, Hnefatafl, Kriegsspiel, and Mahjong to the more modern Diplomacy, Hex, Reversi, Risk, and Stratego. Computer-based examples such as Civilization, Europa Universalis, Hearts of Iron, and Victoria series can add additional complexity to these games through having the computer handle the bookkeeping necessary for supporting huge numbers of units.
4 Minutes and 33 Seconds of Uniqueness
Using the pattern
In contrast with Tactical Planning, which depends on specific game states, Strategic Planning depends on general structures of the game design. Both are however likely to affect each other so considering them together may be prudent.
Camping, Choke Points, Deck Building, Freedom of Choice, Replayability, Strategic Knowledge, Strategic Locations
Algorithmic Agents together with Creative Control
Combos together with Heterogeneous Game Element Ownership
Vulnerabilities together with Weapons
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Analysis Paralysis, Extra-Game Activities, Stimulated Planning, Zero-Player Games
While Replayability is often a requirement for Strategic Planning since the primary way of learning game systems are through interacting with them, Strategic Planning also modulates Replayability since players can consider ways of improving their gameplay. This can lead to Varied Gameplay as players try different strategies.
Can Modulate
Relations
Can Instantiate
Analysis Paralysis, Extra-Game Activities, Stimulated Planning, Zero-Player Games
with Replayability
Can Modulate
Can Be Instantiated By
Camping, Choke Points, Deck Building, Freedom of Choice, Replayability, Strategic Knowledge, Strategic Locations
Algorithmic Agents together with Creative Control
Combos together with Heterogeneous Game Element Ownership
Vulnerabilities together with Weapons
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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