Difference between revisions of "Spectacular Failure Enjoyment"

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(Relations)
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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[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.
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[[Left 4 Dead series]]
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[[Space Alert]]
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[[Fiasco]]
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[[Paranoia]]
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[[RoboRally]]
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[[X-COM series]]
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Nordic LARPs
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Monitor Celestra
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Storytelling]],
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[[Togetherness]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Action Programming]],
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[[Anticipation]],
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[[Critical Misses]],
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
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[[Dice]],
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[[Playing to Lose]],
 
[[Tension]]
 
[[Tension]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
  
 
== History ==
 
== History ==
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:
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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"/>.
<pre>
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A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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</pre>
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== References ==
 
== References ==
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
 
<pre>
 
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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<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>
</pre>
 
 
 
== Acknowledgments ==
 
== Acknowledgments ==
Place to acknowledge people that have provided examples and insights but not directly worked on the description.
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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.

Examples

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

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

Storytelling, Togetherness

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

  1. Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.

Acknowledgments

-