Strategic Planning

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Planning based solely on knowledge of game rules and the abilities of other players.

This pattern is a still a stub.

Note: definitions of strategy and tactics vary. For this collection of patterns, strategy refers to aspects of games that do not depend on any specific game state while tactics relate to how one acts on specific game states.

Examples

Strategy Games and Wargames depend on both tactical and Strategic Planning, with the importance of the latter typically being more significant in the beginning of gameplay and the former being more significant in endgames. Examples of these games are numerous, ranging from the ancient Chess, Go, Hnefatafl, Kriegsspiel, and Mahjong to the more modern Diplomacy, Hex, Reversi, Risk, and Stratego. Computer-based examples such as Civilization, Europa Universalis, Hearts of Iron, and Victoria series can add additional complexity to these games through having the computer handle the bookkeeping necessary for supporting huge numbers of units.

Using the pattern

In contrast with Tactical Planning, which depends on specific game states, Strategic Planning depends on general structures of the game design. Both are however likely to affect each other so considering them together may be prudent.

Camping, Choke Points, Deck Building, Freedom of Choice, Replayability, Strategic Knowledge, Strategic Locations

Algorithmic Agents together with Creative Control

Combos together with Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Analysis Paralysis, Extra-Game Activities, Stimulated Planning, Zero-Player Games

While Replayability is often a requirement for Strategic Planning since the primary way of learning game systems are through interacting with them, Strategic Planning also modulates Replayability since players can consider ways of improving their gameplay. This can lead to Varied Gameplay as players try different strategies.

Can Modulate

Replayability

Relations

Can Instantiate

Analysis Paralysis, Extra-Game Activities, Stimulated Planning, Zero-Player Games

with Replayability

Varied Gameplay

Can Modulate

Replayability

Can Be Instantiated By

Camping, Choke Points, Deck Building, Freedom of Choice, Replayability, Strategic Knowledge, Strategic Locations

Algorithmic Agents together with Creative Control

Combos together with Heterogeneous Game Element Ownership

Vulnerabilities together with Weapons

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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