Difference between revisions of "Spectacular Failure Enjoyment"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Subjective Patterns]] | ||
[[Category:Aesthetic_Patterns]] | [[Category:Aesthetic_Patterns]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
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=== Examples === | === Examples === | ||
Some examples, preferably from different genres and with links to wiki pages of the games. | Some examples, preferably from different genres and with links to wiki pages of the games. | ||
+ | |||
+ | [[Left 4 Dead series]] | ||
+ | [[Space Alert]] | ||
+ | [[Fiasco]] | ||
+ | |||
+ | [[Paranoia]] | ||
+ | |||
+ | [[RoboRally]] | ||
+ | |||
+ | [[X-COM series]] | ||
+ | |||
+ | Nordic LARPs | ||
+ | Monitor Celestra | ||
+ | |||
== Using the pattern == | == Using the pattern == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Storytelling]], | ||
+ | [[Togetherness]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | - | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Action Programming]], | ||
+ | [[Anticipation]], | ||
+ | [[Critical Misses]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
+ | [[Dice]], | ||
+ | [[Playing to Lose]], | ||
[[Tension]] | [[Tension]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
== History == | == History == | ||
− | + | Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper ''Exploring aesthetical gameplay design patterns: camaraderie in four games''<ref name="Bergstrom"/>. | |
− | + | ||
− | + | ||
− | + | ||
== References == | == References == | ||
− | |||
− | |||
<references> | <references> | ||
− | <ref name=" | + | <ref name="Bergstrom">Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.</ref> |
</references> | </references> | ||
− | |||
− | |||
== Acknowledgments == | == Acknowledgments == | ||
− | + | - |
Revision as of 21:22, 14 July 2014
The enjoyment to be had when you and/or your group fail in a spectacular way
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Some examples, preferably from different genres and with links to wiki pages of the games.
Left 4 Dead series Space Alert Fiasco
Nordic LARPs Monitor Celestra
Using the pattern
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
The sub headings below should be added if feasible.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
What effects a patterns has on a design.
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Action Programming, Anticipation, Critical Misses, Challenging Gameplay, Dice, Playing to Lose, Tension
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper Exploring aesthetical gameplay design patterns: camaraderie in four games[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.
Acknowledgments
-