Difference between revisions of "Startgame"
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=== Examples === | === Examples === | ||
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The opening moves in [[:Category:Board Games|Board Games]] such as [[Chess]] and [[Go]] have been studied in great detail and are classical examples of [[Startgame]] analyses. | The opening moves in [[:Category:Board Games|Board Games]] such as [[Chess]] and [[Go]] have been studied in great detail and are classical examples of [[Startgame]] analyses. | ||
− | + | Game instances in [[Master of Orion]] and the [[Civilization (video game) series|Civilization series]] start with distinct phases were players need to explore their immediate surroundings and start planning where to place their first outposts. | |
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− | [[Master of Orion]] | + | |
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− | == | + | In the [[Starcraft series]] the [[Startgame]] is typically called "Opening"<ref name="Starcraft"/>. With more symmetrical maps, the first phase in [[League of Legends]] is called "Laning"<ref name="lol"/> and relates to which lanes to the enemies base the players should focus on. This lane-centered opening of game instances is also found in the game's predecessor [[Defense of the Ancients]]. |
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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 actions and goals are available and players typically have what is functionally temporary [[Private Game Spaces]] (In [[Master of Orion]]. The [[Civilization (video game) series|Civilization series]] | 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 and players typically have what is functionally temporary [[Private Game Spaces]] (In [[Master of Orion]]. The [[Civilization (video game) series|Civilization series]] | ||
− | Examples of [[Startgame]] phases include [[Game World Exploration]] and | + | Examples of [[Startgame]] phases include [[Game World Exploration]] and [[Laning]]; [[Expansion]] may also be a [[Startgame]] phase if [[Game World Exploration]] is not present. 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]]. | 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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[[Expansion]], | [[Expansion]], | ||
[[Game World Exploration]], | [[Game World Exploration]], | ||
+ | [[Laning]], | ||
[[Private Game Spaces]] | [[Private Game Spaces]] | ||
Revision as of 07:19, 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.
Game instances in Master of Orion and the Civilization series start with distinct phases were players need to explore their immediate surroundings and start planning where to place their first outposts.
In the Starcraft series the Startgame is typically called "Opening"[1]. With more symmetrical maps, the first phase in League of Legends is called "Laning"[2] and relates to which lanes to the enemies base the players should focus on. This lane-centered opening of game instances is also found in the game's predecessor Defense of the Ancients.
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 and players typically have what is functionally temporary Private Game Spaces (In Master of Orion. The Civilization series
Examples of Startgame phases include Game World Exploration and Laning; Expansion may also be a Startgame phase if Game World Exploration is not present. 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. Since Startgame phases tend to have relatively low complexity and available actions, they can support Smooth Learning Curves.
Relations
Can Instantiate
Smooth Learning Curves, Stimulated Planning, Strategic Knowledge
Can Modulate
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Can Be Instantiated By
Expansion, Game World Exploration, Laning, Private Game Spaces
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
- ↑ Entry for "Opening" at the Wiki for Starcraft II at teamliquid.
- ↑ Entry at the League of Legends Wiki at Wikia for how to begin playing the game.
Acknowledgements
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