Difference between revisions of "Middlegame"

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[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
 
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[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
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[[Category:To be Published]]
 
[[Category:To be Published]]
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''The phase or phases that are not the first or last in a game instance.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Gameplay phases are found in some games due to them having discernible different periods of gameplay when the goals and actions in focus vary. The [[Middlegame]] of such games is simply the phases which are not the first nor the last.
  
 
=== Examples ===
 
=== Examples ===
[[Chess]] and [[Go]] are classical [[:Category:Board Games|Board Games]] with [[Middlegame]] phases.
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[[Chess]] and [[Go]] are classical [[:Category:Board Games|Board Games]] with [[Middlegame]] phases. Expanding and improving the cities in one's civilization can be viewed as the [[Middlegame]] of the  [[Civilization (video game) series|Civilization series]].  
  
 
In the [[Starcraft series]] the [[Middlegame]] is typically called "Mid-Game"<ref name="Starcraft"/>.
 
In the [[Starcraft series]] the [[Middlegame]] is typically called "Mid-Game"<ref name="Starcraft"/>.
 
==== Anti-Examples ====
 
optional
 
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Startgame]]
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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. For games where [[Exploitation]] is the last phase, [[Construction/Scoring Phase Shift]] is likely to become important.
[[Endgame]]
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=== Diegetic Aspects ===
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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.
 
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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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 ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Analysis Paralysis]],
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[[Stimulated Planning]],
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[[Strategic Knowledge]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Entrenching Gameplay]],  
 
[[Entrenching Gameplay]],  
 
[[Expansion]],  
 
[[Expansion]],  
[[Exploitation]]
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[[Exploitation]],
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[[Complex Gameplay]]  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Balancing Effects]],  
 
[[Balancing Effects]],  
[[Construction/Scoring Phase Shift]]
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[[Construction/Scoring Phase Shift]],
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[[Gameplay Mastery]]  
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 10:30, 27 July 2015

The phase or phases that are not the first or last in a game instance.

Gameplay phases are found in some games due to them having discernible different periods of gameplay when the goals and actions in focus vary. The Middlegame of such games is simply the phases which are not the first nor the last.

Examples

Chess and Go are classical Board Games with Middlegame phases. Expanding and improving the cities in one's civilization can be viewed as the Middlegame of the Civilization series.

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

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. For games where Exploitation is the last phase, Construction/Scoring Phase Shift is likely to become important.

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.

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

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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

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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

Acknowledgements

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