Difference between revisions of "Endgame"

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(Relations)
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== Relations ==
 
== Relations ==
[[Construction/Scoring Phase Shift]]
+
[[Possibility of Graceful Surrender]]
[[Winner determined after Gameplay Ends]]
+
[[Predictable Winner]],
+
[[Unwinnable Games]],
+
[[Winning by Ending Gameplay]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Early Leaving Players]],  
 
[[Early Leaving Players]],  
 
[[Kingmaker]],  
 
[[Kingmaker]],  
[[Player Elimination]]
+
[[Player Elimination]],
 +
[[Predictable Winner]],
 +
[[Winner determined after Gameplay Ends]],
 +
[[Winning by Ending Gameplay]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Player Unpredictability]]
+
[[Player Unpredictability]],
 +
[[Unwinnable Games]]
  
 
== History ==
 
== History ==

Revision as of 14:18, 27 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Startgame Middlegame

Relations

Possibility of Graceful Surrender

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, Predictable Winner, 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

  1. Entry for "Late-game" at the Wiki for Starcraft II at teamliquid.

Acknowledgements

-