Difference between revisions of "Ragequitting"

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(Using the pattern)
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[[Intrigue]]
 
[[Intrigue]]
  
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 [[Coordination]] or [[Collaborative Actions]]. 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.  
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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 [[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.
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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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[[Coordination]] or [[Collaborative Actions]]
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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.

Examples

Anti-Examples

optional

Using the pattern

Left 4 Dead series League of Legends Counter-Strike series

So Long Sucker Intrigue

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

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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