Endgame: Difference between revisions

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== Using the pattern ==
== Using the pattern ==


=== Diegetic Aspects ===
[[Startgame]]
[[Middlegame]]
 
=== Can Be Instantiated By ===
[[Entrenching Gameplay]],
[[Exploitation]],
[[Extermination]]


=== Interface 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]]


=== Narration Aspects ===
=== Possible Closure Effects ===
-
 
=== Potentially Conflicting With ===
[[Player Unpredictability]],
[[Unwinnable Games]]


== Consequences ==
== Consequences ==
 
=== Can Instantiate ===
[[Startgame]]
[[Analysis Paralysis]],
[[Middlegame]]
[[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"<ref name="Starcraft"/>.

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

<references> <ref name="Starcraft">Entry for "Late-game" at the Wiki for Starcraft II at teamliquid.</ref> </references>

Acknowledgements

-