Rounds

From gameontology
Revision as of 21:06, 18 December 2008 by Jp (Talk) (8 revision(s))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Draft
This is a proposed entry.
This entry is currently being proposed as a permanent part of the ontology. It should be considered a draft and not really part of the "official" ontology.

In games that use rounds, players independently either decide their actions and then resolve the consequences of these actions simultaneously, take turns performing their actions. Once the actions have been resolved, a new round begins and the players must again decide their actions. Rock-Paper-Scissors is a classic example of this type of coordination. This form of segmentation regulates players’ actions over time, but does not necessarily constrain the length of time their moves can take. The number of rounds played can also be used to trigger in-game events (eg. reinforcements arrive on round three) or serve as a game goal (eg. win before round five or best of three rounds).



Examples

Strong examples

Civilization

In Civilization player's take turn deciding on the actions they want their units to take, when they are done, these are executed and it is the next player's (or AI) turn. Once everybody has acted, a new round beings. In the fictive temporal frame for Civilization, each turn is labelled as equivalent to the passage of a certain number of years. Initially a round represents 200 years. Towards the end of the game, rounds are equivalent to year.

Advance Wars

In Advance Wars rounds are labeled as days. In the game, the player often controls multiple armies as well as fighting one or more enemy armies. Each army is "led" by a commanding officer (CO) and they take turns carrying out their actions. Once everyone has acted, a new day begins and certain in-game effects might be triggered (there are some missions with objectives such as win before Day X). At the end of each mission, assuming success, players are also evaluated using a few parameters. One of these is the speed in which the mission was cleared: the less days (rounds) used, the better.


Weak examples

Relations with other elements of the Ontology

Parent

Children

None

References

Name of Developer, developer (yyyy), Name of the Game. Name of the Publisher, Name of the Platform edition.