Difference between revisions of "FUBAR Enjoyment"
From gdp3
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[[Category:Stub]] | [[Category:Stub]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
| − | ''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of | + | ''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of Tension'' |
| − | + | This pattern is a still a stub. | |
=== Examples === | === Examples === | ||
| − | + | ||
| + | ==== Anti-Examples ==== | ||
| + | optional | ||
== Using the pattern == | == Using the pattern == | ||
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| − | |||
| − | |||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
| − | |||
=== Interface Aspects === | === Interface Aspects === | ||
| − | |||
| − | === | + | === Narration Aspects === |
| − | + | ||
== Consequences == | == Consequences == | ||
| − | |||
| − | |||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
| − | + | - | |
| + | |||
| + | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
| − | + | - | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
| − | + | - | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
| − | + | - | |
=== Possible Closure Effects === | === Possible Closure Effects === | ||
| + | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
| − | [[ | + | - |
| + | |||
| + | == References == | ||
| + | [[Tension]] | ||
| + | [[Mutual FUBAR Enjoyment]] | ||
== History == | == History == | ||
| − | + | 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"/>. | |
| − | + | ||
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== References == | == References == | ||
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<references> | <references> | ||
| − | <ref name=" | + | <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> | ||
| − | |||
== Acknowledgments == | == Acknowledgments == | ||
| − | + | - | |
Revision as of 20:24, 28 August 2014
The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of Tension
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
References
Tension Mutual FUBAR Enjoyment
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
- ↑ Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.
Acknowledgments
-