Difference between revisions of "Middlegame"

From gdp3
Jump to: navigation, search
(Using the pattern)
(Using the pattern)
Line 23: Line 23:
  
 
== Using the pattern ==
 
== Using the pattern ==
As its name suggests, a [[Middlegame] is intended to come after a [[Startgame]] and quite often before an [[Endgame]].  
+
As its name suggests, a [[Middlegame]] is intended to come after a [[Startgame]] and quite often before an [[Endgame]]. Typical patterns signifying a [[Middlegame]] include [[Entrenching Gameplay]] and [[Complex Gameplay]] so putting these into importance is a way to create a [[Middlegame]]. Examples of phases which exhibit these are [[Expansion]] and [[Exploitation]] respectively.  
  
Typical patterns signifying a [[Middlegame]] include [[Entrenching Gameplay]] and [[Complex Gameplay]] so putting these into importance is a way to create a [[Middlegame]]. Examples of phases
+
Some patterns may be more interesting to consider for a [[Middlegame]] phase than for other phases. [[Balancing Effects]] make most sense to apply here since they are mostly irrelevant before and may make player efforts pointless later one. For similar reasons, and due to the typical complexity of [[Middlegame]] phases, it may also be appropriate to highlight the skills that are the intended indications of [[Gameplay Mastery]] here as well.  
  
 
+
[[Construction/Scoring Phase Shift]]
=== Can Be Instantiated By ===
+
[[Expansion]],
+
[[Exploitation]],
+
 
+
=== Can Be Modulated By ===
+
[[Balancing Effects]],
+
[[Construction/Scoring Phase Shift]],
+
[[Gameplay Mastery]]
+
  
 
== Consequences ==
 
== Consequences ==

Revision as of 10:00, 27 July 2015

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

This pattern is a still a stub.

Examples

Chess and Go are classical Board Games with Middlegame phases.

In the Starcraft series the Middlegame is typically called "Mid-Game"[1].

Anti-Examples

optional

Using the pattern

As its name suggests, a Middlegame is intended to come after a Startgame and quite often before an Endgame. Typical patterns signifying a Middlegame include Entrenching Gameplay and Complex Gameplay so putting these into importance is a way to create a Middlegame. Examples of phases which exhibit these are Expansion and Exploitation respectively.

Some patterns may be more interesting to consider for a Middlegame phase than for other phases. Balancing Effects make most sense to apply here since they are mostly irrelevant before and may make player efforts pointless later one. For similar reasons, and due to the typical complexity of Middlegame phases, it may also be appropriate to highlight the skills that are the intended indications of Gameplay Mastery here as well.

Construction/Scoring Phase Shift

Consequences

Often involving Complex Gameplay, the Middlegame phase is likely to have Stimulated Planning that sometimes can turn into Analysis Paralysis. Like most other phases, it allows the development - and promotes the use of - Strategic Knowledge.

Relations

Can Instantiate

Analysis Paralysis, Stimulated Planning, Strategic Knowledge

Can Modulate

-

Can Be Instantiated By

Entrenching Gameplay, Expansion, Exploitation, Complex Gameplay

Can Be Modulated By

Balancing Effects, Construction/Scoring Phase Shift, Gameplay Mastery

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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

Acknowledgements

-