Difference between revisions of "Extermination"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
− | [[Category: | + | [[Category:Gameplay Arc Patterns]] |
− | [[Category:Aesthetic Patterns | + | [[Category:Aesthetic Patterns]] |
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''A phase in a gameplay instance where eliminate goals, typically directed at other players, are predominant.'' | |
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− | + | Some games have distinct phases in their gameplay. [[Extermination]] is the one where the focus is upon eliminating, in most cases other players. | |
=== Examples === | === Examples === | ||
− | + | The concept of an [[Extermination]] phase way coined to describe the final gameplay phase of [[Master of Orion]]. The [[Civilization (video game) series|Civilization series]] provides a weaker example since eliminating other players is only one of several end strategy one can have to win those games. | |
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== Using the pattern == | == Using the pattern == | ||
+ | The main challenges of designing [[Extermination]] phases is to make sure that the gameplay has several distinct gameplay phases in which different actions and goals dominate. Not too surprising, [[Extermination]] requires the strong presence of [[Eliminate]] goals, typically made possible by [[Combat]] or players' experiencing [[Game Over]] events. Delaying the most powerful [[Units]] related to [[Combat]] until the appropriate time is a typically strategy for controlling when [[Extermination]] is to begin. | ||
− | [[Extermination]] is, often voluntary, last phase in several games, especially X4 games<ref | + | [[Extermination]] is, often voluntary, the last phase in several games, especially X4 games<ref name="4X"/> such as [[Master of Orion]]. The name for this category of games comes from the typical phases of [[Game World Exploration|(Game World) Exploration]], [[Expansion]], [[Exploitation]], and [[Extermination]]. |
− | == | + | == Consequences == |
+ | [[Extermination]] intensified or provokes [[PvP]] gameplay and can increase the likelihood of [[Player Elimination]] if it is possible at all. For this reason, it is often used as [[Endgame]] phases, and quite likely creates [[Higher-Level Closures as Gameplay Progresses]] - especially if [[Player Elimination]] is possible. | ||
− | + | By placing [[Extermination]] as an [[Endgame]] phase, it works against [[Early Elimination]] of players. By being a phase during game instances, [[Extermination]] is difficult to combine with [[Quick Games]] as these seldom are long enough to contain phases. | |
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | [[Higher-Level Closures as Gameplay Progresses]] | + | [[Endgame]], |
− | + | [[Higher-Level Closures as Gameplay Progresses]], | |
− | + | [[Player Elimination]], | |
+ | [[PvP]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Combat]], | |
+ | [[Eliminate]], | ||
+ | [[Game Over]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Units]] | |
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Early Elimination]], | |
+ | [[Quick Games]] | ||
== History == | == History == | ||
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<ref name="4X">Wikipedia [https://en.wikipedia.org/wiki/4X entry] for 4X games</ref> | <ref name="4X">Wikipedia [https://en.wikipedia.org/wiki/4X entry] for 4X games</ref> | ||
</references> | </references> | ||
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== Acknowledgements == | == Acknowledgements == | ||
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Latest revision as of 14:21, 27 July 2015
A phase in a gameplay instance where eliminate goals, typically directed at other players, are predominant.
Some games have distinct phases in their gameplay. Extermination is the one where the focus is upon eliminating, in most cases other players.
Contents
Examples
The concept of an Extermination phase way coined to describe the final gameplay phase of Master of Orion. The Civilization series provides a weaker example since eliminating other players is only one of several end strategy one can have to win those games.
Using the pattern
The main challenges of designing Extermination phases is to make sure that the gameplay has several distinct gameplay phases in which different actions and goals dominate. Not too surprising, Extermination requires the strong presence of Eliminate goals, typically made possible by Combat or players' experiencing Game Over events. Delaying the most powerful Units related to Combat until the appropriate time is a typically strategy for controlling when Extermination is to begin.
Extermination is, often voluntary, the last phase in several games, especially X4 games[1] such as Master of Orion. The name for this category of games comes from the typical phases of (Game World) Exploration, Expansion, Exploitation, and Extermination.
Consequences
Extermination intensified or provokes PvP gameplay and can increase the likelihood of Player Elimination if it is possible at all. For this reason, it is often used as Endgame phases, and quite likely creates Higher-Level Closures as Gameplay Progresses - especially if Player Elimination is possible.
By placing Extermination as an Endgame phase, it works against Early Elimination of players. By being a phase during game instances, Extermination is difficult to combine with Quick Games as these seldom are long enough to contain phases.
Relations
Can Instantiate
Endgame, Higher-Level Closures as Gameplay Progresses, Player Elimination, PvP
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Early Elimination, Quick Games
History
New pattern created in this wiki.
References
Acknowledgements
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