Strategic Planning

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Planning based solely on knowledge of game rules and the abilities of other players.

Most games allow or require players to plan what they want to do later in them. Strategic Planning takes place when this planning is only loosely based upon the current gameplay situation and more on general patterns of gameplay and large scale effects.

Note: definitions of strategy and tactics vary. For this collection of patterns, strategy refers to aspects of games that do not depend on any specific game state while tactics relate to how one acts on specific game states.

Examples

Strategy Games and Wargames depend on both tactical and Strategic Planning, with the importance of the latter typically being more significant in the beginning of gameplay and the former being more significant in endgames. Examples of these games are numerous, ranging from the ancient Chess, Go, Hnefatafl, Kriegsspiel, and Mahjong to the more modern Diplomacy, Hex, Reversi, Risk, and Stratego. Computer-based examples such as Civilization, Europa Universalis, Hearts of Iron, and Victoria series can add additional complexity to these games through having the computer handle the bookkeeping necessary for supporting huge numbers of units.

Zero-Player Games can be considered for only consist of Strategic Planning and setting up the game system in advance so that the planning is executed properly. 4 Minutes and 33 Seconds of Uniqueness can likewise be seen as only consisting of the gameplay action of beginning the game when, according to Strategic Planning, no other players is likely to begin playing the game soon.

Using the pattern

In contrast with Tactical Planning, which depends on specific game states, Strategic Planning depends on general structures of the game design. Both are however likely to affect each other so considering them together may be prudent.

The basic requirement for Strategic Planning is that players can have Strategic Knowledge about the game. Since this is typically achieved through playing the games, having Replayability supports Strategic Planning (actually, not having Replayability probably indicates that players can do Strategic Planning perfectly but this also removes the possibility for them to have any Freedom of Choice).

Predictable Consequences

Camping, Choke Points, Deck Building, Freedom of Choice, , Strategic Locations

Randomness can hinder the knowledge of these strategic aspects, but knowing the probabilities used can in turn represent Strategic Knowledge on a higher level. Related to this, Limited Planning Abilities can works against Strategic Planning but Limited Foresight is not as likely to interfere with this type of planning since the foresight has more to do with tactical issues.


Algorithmic Agents together with Creative Control

Combos together with Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Strategic Planning can be the sole activity possible in games. This is the case when the intention is to make Zero-Player Games.

Interface Aspects

One way of supporting Strategic Planning is to make Strategic Knowledge available through the game interface. Since this knowledge typically takes too much space to be shown all at once during gameplay, it can instead be made accessible through Secondary Interface Screens, Tool Tips, or Loading Hints (see the Civilization series for an example of the first pattern and the Europa Universalis series for the two other patterns).

Consequences

Can Instantiate

The possibility to do Strategic Planning leads to Stimulated Planning in games, including planning as Extra-Game Activities. When planning does take place during gameplay in Multiplayer Games that are and Turn-Based, this can lead to Analysis Paralysis since other players are forced to have Downtime.

While Replayability is often a requirement for Strategic Planning since the primary way of learning game systems are through interacting with them, Strategic Planning also modulates Replayability since players can consider ways of improving their gameplay. This can lead to Varied Gameplay as players try different strategies.

Relations

Can Instantiate

Extra-Game Activities, Stimulated Planning, Zero-Player Games

with Multiplayer Games and Turn-Based Games

Analysis Paralysis, Downtime

with Replayability

Varied Gameplay

Can Modulate

Replayability

Can Be Instantiated By

Camping, Choke Points, Deck Building, Freedom of Choice, Predictable Consequences, Replayability, Strategic Knowledge, Strategic Locations

Algorithmic Agents together with Creative Control

Combos together with Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

with Strategic Knowledge

Loading Hints, Secondary Interface Screens, Tool Tips

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Limited Planning Abilities, Randomness

History

New pattern created in this wiki.

References

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