Difference between revisions of "Startgame"

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(Using the pattern)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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The design of [[Startgame]] phases depends much on the design vision for how the game should start and what other phases should exist. In general, only a few
  
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[[Smooth Learning Curves]]
  
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[[Private Game Spaces]]
  
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Examples of [[Startgame]] phases include [[Game World Exploration]] and, if that is not present, [[Expansion]]. The design of any phase which is intended to be the [[Startgame]] phase typically needs to consider a couple of patterns that can cause problems. [[Asymmetric Starting Conditions]] and [[First Player Advantages]] may unbalance the game while [[Late Arriving Players]] may cause delays or exclude these players unless the rules support their inclusion.
  
Examples of [[Startgame]] phases include [[Game World Exploration]] and, if that is not present, [[Expansion]].
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As a corollary to designing a [[Startgame]] phase in a game, the game needs other phases. A "classical" structure from [[:Category:Board Games|Board Games]] is to continue to a more complex [[Middlegame]] and then a decisive [[Endgame]].
  
The design of any phase which is intended to be the [[Startgame]] phase typically needs to consider a couple of patterns that can cause problems. [[Asymmetric Starting Conditions]] and [[First Player Advantages]]
 
  
[[Late Arriving Players]]
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[[Smooth Learning Curves]]
  
As a corollary to designing a [[Startgame]] phase in a game, the game needs other phases. A "classical" structure from [[:Category:Board Games|Board Games]] is to continue to a more complex [[Middlegame]] and then a decisive [[Endgame]].
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[[Private Game Spaces]]
  
 
== Consequences ==
 
== Consequences ==

Revision as of 07:02, 27 July 2015

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

This pattern is a still a stub.

Examples

The opening moves in Board Games such as Chess and Go have been studied in great detail and are classical examples of Startgame analyses.

In the Starcraft series the Startgame is typically called "Opening"[1].


Anti-Examples

optional

Using the pattern

The design of Startgame phases depends much on the design vision for how the game should start and what other phases should exist. In general, only a few

Smooth Learning Curves

Private Game Spaces

Examples of Startgame phases include Game World Exploration and, if that is not present, Expansion. The design of any phase which is intended to be the Startgame phase typically needs to consider a couple of patterns that can cause problems. Asymmetric Starting Conditions and First Player Advantages may unbalance the game while Late Arriving Players may cause delays or exclude these players unless the rules support their inclusion.

As a corollary to designing a Startgame phase in a game, the game needs other phases. A "classical" structure from Board Games is to continue to a more complex Middlegame and then a decisive Endgame.


Smooth Learning Curves

Private Game Spaces

Consequences

Games with clear and known Startgame phases can encourage Stimulated Planning and development of Strategic Knowledge regarding different starting strategies.

Relations

Can Instantiate

Stimulated Planning, Strategic Knowledge

Can Modulate

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Can Be Instantiated By

Expansion, Game World Exploration

Can Be Modulated By

Asymmetric Starting Conditions, First Player Advantages, Late Arriving Players

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Entry for "Opening" at the Wiki for Starcraft II at teamliquid.

Acknowledgements

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