Difference between revisions of "Ragequitting"

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(Relations)
(Relations)
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[[Challenging Gameplay]]
 
[[Conflicts]]
 
[[Betrayal]]
 
 
 
[[Predictable Winner]]
 
 
[[Dominant Strategy|Dominant Strategies]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Betrayal]],
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[[Challenging Gameplay]],
 
[[Pubstomping]]
 
[[Pubstomping]]
  

Revision as of 10:08, 16 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Challenging Gameplay Conflicts Betrayal


Predictable Winner

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 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

Cooperation

Spectacular Failure Enjoyment

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Can Instantiate

Emotional Engrossment, Surrendering

with ...

Can Modulate

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Can Be Instantiated By

Betrayal, Challenging Gameplay, Pubstomping

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Togetherness

History

New pattern created in this wiki.

References

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Acknowledgements

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