Difference between revisions of "Startgame"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
[[Middlegame]]
 
[[Endgame]]
 
  
=== Can Be Instantiated By ===
 
[[Expansion]],
 
[[Game World Exploration]]
 
  
=== Can Be Modulated By ===
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[[Asymmetric Starting Conditions]],
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[[First Player Advantages]],
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Examples of [[Startgame]] phases include [[Game World Exploration]] and, if that is not present, [[Expansion]].
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The design of any phase which is intended to be the [[Startgame]] phase typically needs to consider a couple of patterns that can cause problems. [[Asymmetric Starting Conditions]] and [[First Player Advantages]]  
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[[Late Arriving Players]]
 
[[Late Arriving Players]]
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As a corollary to designing a [[Startgame]] phase in a game, the game needs other phases. A "classical" structure from [[:Category:Board Games|Board Games]] is to continue to a more complex [[Middlegame]] and then a decisive [[Endgame]].
  
 
== Consequences ==
 
== Consequences ==

Revision as of 06:58, 27 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

The opening moves in Board Games such as Chess and Go have been studied in great detail and are classical examples of Startgame analyses.

In the Starcraft series the Startgame is typically called "Opening"[1].


Anti-Examples

optional

Using the pattern

Examples of Startgame phases include Game World Exploration and, if that is not present, Expansion.

The design of any phase which is intended to be the Startgame phase typically needs to consider a couple of patterns that can cause problems. Asymmetric Starting Conditions and First Player Advantages

Late Arriving Players

As a corollary to designing a Startgame phase in a game, the game needs other phases. A "classical" structure from Board Games is to continue to a more complex Middlegame and then a decisive Endgame.

Consequences

Games with clear and known Startgame phases can encourage Stimulated Planning and development of Strategic Knowledge regarding different starting strategies.

Relations

Can Instantiate

Stimulated Planning, Strategic Knowledge

Can Modulate

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Can Be Instantiated By

Expansion, Game World Exploration

Can Be Modulated By

Asymmetric Starting Conditions, First Player Advantages, Late Arriving Players

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

  1. Entry for "Opening" at the Wiki for Starcraft II at teamliquid.

Acknowledgements

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