Difference between revisions of "Expansion"
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Revision as of 13:15, 26 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: The pattern dealing with additional content to games is the similarly named Expansions.
Contents
Examples
Master of Orion and Civilization series have Expansion phases in their gameplay arcs following initial exploration. The Europa Universalis series has this to a lesser extent in the form of nations with the idea group "Quest for the New World" being able to explore and colonize areas of the world without existing organized settlements.
Matches in the Starcraft series typically start directly with Expansion phases since players are likely to know the maps being played already.
Using the pattern
While there are some basic requirements of Game Worlds in terms of size for Expansion to be possible, more specific patterns control if and when it occurs in gameplay instances.
Technology Trees New Abilities
Can Be Instantiated By
Area Control, Bases, Construction, Gain Ownership, Installations, Ownership, Territories
Can Be Modulated By
The location of these in Game Worlds - as well as the size and terrain in these - greatly affect the directions Expansion will take and how long this phase can continue in games. The possibility of Pottering can also affect how long players wish to stay in the phase if they can choose.
Expansion is typically design to be a gameplay phase occurring after Game World Exploration. This can be followed by Exploitation and then optionally Extermination. The use of all four of these X phases define 4X games[1].
Consequences
Due to that it often makes use of Area Control and Construction, the presence of Expansion is likely to give rise to Abstract Player Construct Development in a game. It is often part of the Middlegame of a game when Maps are not known at the beginning of gameplay, otherwise it is likely part of the Startgame (as is the case in most game instances in the Starcraft games).
Relations
Technologies New Abilities Units Zone of Control
Can Instantiate
Abstract Player Construct Development, Middlegame, Startgame
Can Modulate
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Can Be Instantiated By
Area Control, Bases, Construction, Gain Ownership, Installations, Ownership, Territories
Can Be Modulated By
Game Worlds, Gameplay Engines, New Abilities, Pottering, Technologies, Units
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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