Difference between revisions of "Endgame"
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Startgame]] | |
+ | [[Middlegame]] | ||
− | === | + | === 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]] | ||
+ | |||
+ | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Analysis Paralysis]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Surrendering]] | ||
== Relations == | == Relations == |
Revision as of 14:29, 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
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
Consequences
Can Instantiate
Analysis Paralysis, Higher-Level Closures as Gameplay Progresses, Stimulated Planning, Surrendering
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
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