Difference between revisions of "Endgame"
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− | ''The | + | ''The reoccurring final phase in a game instance.'' |
− | + | The [[Endgame]] is the last phase of a game instance. For games to have this they must of course have gameplay phases and it needs to be the same that typically is last, i.e. other ways game instances end must be seen as uncommon or weird. | |
=== Examples === | === Examples === | ||
[[Chess]] and [[Go]] are well-known classical [[:Category:Board Games|Board Games]] with distinct [[Endgame]] phases. | [[Chess]] and [[Go]] are well-known classical [[:Category:Board Games|Board Games]] with distinct [[Endgame]] phases. | ||
+ | |||
+ | In | ||
In the [[Starcraft series]] the [[Endgame]] is typically called "Late-Game"<ref name="Starcraft"/>. | In the [[Starcraft series]] the [[Endgame]] is typically called "Late-Game"<ref name="Starcraft"/>. |
Revision as of 07:16, 28 July 2015
The reoccurring final phase in a game instance.
The Endgame is the last phase of a game instance. For games to have this they must of course have gameplay phases and it needs to be the same that typically is last, i.e. other ways game instances end must be seen as uncommon or weird.
Contents
Examples
Chess and Go are well-known classical Board Games with distinct Endgame phases.
In
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, Last Man Standing
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, Last Man Standing
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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