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
-