Difference between revisions of "Endgame"
From gdp3
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== Relations == | == Relations == | ||
− | [[ | + | [[Possibility of Graceful Surrender]] |
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Early Leaving Players]], | [[Early Leaving Players]], | ||
[[Kingmaker]], | [[Kingmaker]], | ||
− | [[Player Elimination]] | + | [[Player Elimination]], |
+ | [[Predictable Winner]], | ||
+ | [[Winner determined after Gameplay Ends]], | ||
+ | [[Winning by Ending Gameplay]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Player Unpredictability]] | + | [[Player Unpredictability]], |
+ | [[Unwinnable Games]] | ||
== History == | == History == |
Revision as of 14:18, 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
Possibility of Graceful Surrender
Can Instantiate
Analysis Paralysis, Higher-Level Closures as Gameplay Progresses, Stimulated Planning, Surrendering
Can Modulate
-
Can Be Instantiated By
Entrenching Gameplay, Exploitation, Extermination
Can Be Modulated By
Construction/Scoring Phase Shift, Early Leaving Players, Kingmaker, Player Elimination, Predictable Winner, Winner determined after Gameplay Ends, Winning by Ending Gameplay
Possible Closure Effects
-
Potentially Conflicting With
Player Unpredictability, Unwinnable Games
History
New pattern created in this wiki.
References
Acknowledgements
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