Difference between revisions of "Ragequitting"
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== Using the pattern == | == Using the pattern == | ||
− | [[ | + | [[Challenging Gameplay]] |
+ | [[Conflicts]] | ||
+ | [[Betrayal]] | ||
− | |||
+ | [[Predictable Winner]] | ||
− | [[ | + | [[Dominant Strategy|Dominant Strategies]] |
− | + | [[Pubstomping]] is a typical example of emergent feature that can be frustrating to experience since one is thrown into a disadvantageous gameplay situation with a strong possibility of being killed quickly and then have to experience the exact say thing directly again. | |
− | [[Togetherness]] | + | |
+ | [[Togetherness]] has a dual relationship with [[Ragequitting]]. First, people are less likely to ragequit if they are experiencing [[Togetherness]] with some of the other players since this typically would negatively affect these other players. Second, if [[Ragequitting]] does occur it will break [[Togetherness]] related to that player. | ||
== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
+ | [[Challenging Gameplay]] | ||
+ | [[Conflicts]] | ||
+ | [[Betrayal]] | ||
+ | |||
+ | |||
+ | [[Predictable Winner]] | ||
+ | |||
+ | [[Dominant Strategy|Dominant Strategies]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Emotional Engrossment]], | [[Emotional Engrossment]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[ | + | [[Pubstomping]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 10:00, 16 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Challenging Gameplay Conflicts Betrayal
Pubstomping is a typical example of emergent feature that can be frustrating to experience since one is thrown into a disadvantageous gameplay situation with a strong possibility of being killed quickly and then have to experience the exact say thing directly again.
Togetherness has a dual relationship with Ragequitting. First, people are less likely to ragequit if they are experiencing Togetherness with some of the other players since this typically would negatively affect these other players. Second, if Ragequitting does occur it will break Togetherness related to that player.
Consequences
The direct consequence of Ragequitting is of course that a player Surrenders. Since this was due to anger at what had happened during gameplay, Ragequitting is a good indicator that the quitting player had Emotional Engrossment.
Relations
Challenging Gameplay Conflicts Betrayal
Can Instantiate
Emotional Engrossment, Surrendering
with ...
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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