Difference between revisions of "Endgame"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
  
=== Diegetic Aspects ===
+
[[Startgame]]
 +
[[Middlegame]]
  
=== Interface Aspects ===
+
=== Can Be Instantiated By ===
 +
[[Entrenching Gameplay]],
 +
[[Exploitation]],
 +
[[Extermination]]
  
=== Narration Aspects ===
+
=== 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]]
  
== Consequences ==
+
=== Possible Closure Effects ===
 +
-
  
[[Startgame]]
+
=== Potentially Conflicting With ===
[[Middlegame]]
+
[[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.

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

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

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

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

Acknowledgements

-