Difference between revisions of "Startgame"
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== Using the pattern == | == Using the pattern == | ||
+ | The design of [[Startgame]] phases depends much on the design vision for how the game should start and what other phases should exist. In general, only a few | ||
+ | [[Smooth Learning Curves]] | ||
+ | [[Private Game Spaces]] | ||
+ | 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]] may unbalance the game while [[Late Arriving Players]] may cause delays or exclude these players unless the rules support their inclusion. | ||
− | + | 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]]. | |
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− | [[ | + | [[Smooth Learning Curves]] |
− | + | [[Private Game Spaces]] | |
== Consequences == | == Consequences == |
Revision as of 07:02, 27 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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
The design of Startgame phases depends much on the design vision for how the game should start and what other phases should exist. In general, only a few
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 may unbalance the game while Late Arriving Players may cause delays or exclude these players unless the rules support their inclusion.
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
Acknowledgements
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