Difference between revisions of "Ragequitting"
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− | A perceived [[Predictable Winner]] or an identified [[Dominant Strategy]] is typically not enough to provoke [[Ragequitting]] since this might just be due to others playing well. [[Ragequitting]] depends on players feeling frustrated to the point where quitting regardless of consequences for other players gameplay experience becomes the least bad alternative. This is typically happens to players either on due their own performance when meeting [[Challenging Gameplay]] or the inability of succeeding with [[ | + | A perceived [[Predictable Winner]] or an identified [[Dominant Strategy]] is typically not enough to provoke [[Ragequitting]] since this might just be due to others playing well. [[Ragequitting]] depends on players feeling frustrated to the point where quitting regardless of consequences for other players gameplay experience becomes the least bad alternative. This is typically happens to players either on due their own performance when meeting [[Challenging Gameplay]] or the inability of succeeding with [[Cooperation]]. The latter cause makes [[Betrayal]] a potential reason for [[Ragequitting]], but only when players are not emotionally prepared for it. [[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. | + | Designing for [[Spectacular Failure Enjoyment]] is a way to design against [[Ragequitting]] since the two experiences are mutually exclusive. [[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. |
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== Consequences == | == Consequences == |
Revision as of 10:17, 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
Left 4 Dead series League of Legends Counter-Strike series
A perceived Predictable Winner or an identified Dominant Strategy is typically not enough to provoke Ragequitting since this might just be due to others playing well. Ragequitting depends on players feeling frustrated to the point where quitting regardless of consequences for other players gameplay experience becomes the least bad alternative. This is typically happens to players either on due their own performance when meeting Challenging Gameplay or the inability of succeeding with Cooperation. The latter cause makes Betrayal a potential reason for Ragequitting, but only when players are not emotionally prepared for it. 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.
Designing for Spectacular Failure Enjoyment is a way to design against Ragequitting since the two experiences are mutually exclusive. 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
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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
History
New pattern created in this wiki.
References
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Acknowledgements
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