Difference between revisions of "Endgame"
From gdp3
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== Relations == | == Relations == | ||
− | [[ | + | [[Winner determined after Gameplay Ends]] |
− | + | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Analysis Paralysis]], | [[Analysis Paralysis]], | ||
− | [[Higher-Level Closures as Gameplay Progresses]] | + | [[Higher-Level Closures as Gameplay Progresses]], |
+ | [[Stimulated Planning]], | ||
+ | [[Surrendering]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 07:41, 27 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Chess and Go are well-known classical Board Games with distinct Endgame phases.
In the Starcraft series the Endgame is typically called "Late-Game"[1].
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Winner determined after Gameplay Ends
Can Instantiate
Analysis Paralysis, Higher-Level Closures as Gameplay Progresses, Stimulated Planning, Surrendering
Can Modulate
-
Can Be Instantiated By
Entrenching Gameplay, Extermination
Can Be Modulated By
Construction/Scoring Phase Shift, Early Leaving Players, Kingmaker, Player Elimination
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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