Difference between revisions of "Endgame"
From gdp3
(→Relations) |
(→Relations) |
||
Line 36: | Line 36: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Analysis Paralysis]], | [[Analysis Paralysis]], | ||
Line 59: | Line 55: | ||
[[Kingmaker]], | [[Kingmaker]], | ||
[[Player Elimination]], | [[Player Elimination]], | ||
+ | [[Possibility of Graceful Surrender]], | ||
[[Predictable Winner]], | [[Predictable Winner]], | ||
+ | [[Speedending]], | ||
[[Winner determined after Gameplay Ends]], | [[Winner determined after Gameplay Ends]], | ||
[[Winning by Ending Gameplay]] | [[Winning by Ending Gameplay]] |
Revision as of 14:28, 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
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, Possibility of Graceful Surrender, Predictable Winner, Speedending, 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
-