Difference between revisions of "Startgame"
(→Can Be Instantiated By) |
(→Using the pattern) |
||
Line 25: | Line 25: | ||
== 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 | + | 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 actions and goals are available |
[[Smooth Learning Curves]] | [[Smooth Learning Curves]] |
Revision as of 07:03, 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 actions and goals are available
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
-
Can Be Instantiated By
Expansion, Game World Exploration, Private Game Spaces, Smooth Learning Curves
Can Be Modulated By
Asymmetric Starting Conditions, First Player Advantages, Late Arriving Players
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
Acknowledgements
-