Spectacular Failure Enjoyment

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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

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Can Be Instantiated By

Action Programming, Anticipation, Critical Misses, Challenging Gameplay, Dice, Playing to Lose, Tension

Can Be Modulated By

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Possible Closure Effects

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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

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