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Main Author: Fan, Flint Xiaofeng
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2603.26677
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author Fan, Flint Xiaofeng
author_facet Fan, Flint Xiaofeng
contents Souls-like games exemplify how digital play can produce radical forms of pleasure through sustained challenge: players voluntarily invest tens or hundreds of hours in experiences designed to kill them repeatedly. This paper theorizes ordeal pleasure as a community-level phenomenon that emerges most fully when three mechanisms reinforce one another: Ludic Cultivation (mastery through fair adversity), Aspirational Deferment (delayed gratification oriented toward future growth), and Communal Mythopoesis (collective construction of shared meaning). Drawing on game design analysis, empirical player studies, and community discourse, we show how Souls-like games produce pleasure by coordinating difficulty, temporal structure, and social meaning-making. Comparative analysis (Elden Ring, Hollow Knight, Lords of the Fallen, The Surge) illustrates how specific design choices enable or undermine ordeal pleasure. The framework adds a temporal dimension to motivation theory and specifies social mechanisms beyond generic relatedness. It also offers design principles for designers seeking to create challenging games that transform suffering into complex satisfaction.
format Preprint
id arxiv_https___arxiv_org_abs_2603_26677
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Why Do We Suffer for Fun? Ordeal Pleasure in Souls-like Games
Fan, Flint Xiaofeng
Computers and Society
Souls-like games exemplify how digital play can produce radical forms of pleasure through sustained challenge: players voluntarily invest tens or hundreds of hours in experiences designed to kill them repeatedly. This paper theorizes ordeal pleasure as a community-level phenomenon that emerges most fully when three mechanisms reinforce one another: Ludic Cultivation (mastery through fair adversity), Aspirational Deferment (delayed gratification oriented toward future growth), and Communal Mythopoesis (collective construction of shared meaning). Drawing on game design analysis, empirical player studies, and community discourse, we show how Souls-like games produce pleasure by coordinating difficulty, temporal structure, and social meaning-making. Comparative analysis (Elden Ring, Hollow Knight, Lords of the Fallen, The Surge) illustrates how specific design choices enable or undermine ordeal pleasure. The framework adds a temporal dimension to motivation theory and specifies social mechanisms beyond generic relatedness. It also offers design principles for designers seeking to create challenging games that transform suffering into complex satisfaction.
title Why Do We Suffer for Fun? Ordeal Pleasure in Souls-like Games
topic Computers and Society
url https://arxiv.org/abs/2603.26677