Difference between revisions of "FUBAR Enjoyment"
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[[Tension]] | [[Tension]] | ||
[[Mutual FUBAR Enjoyment]] | [[Mutual FUBAR Enjoyment]] | ||
+ | [[Spectacular FUBAR Enjoyment]] | ||
+ | [[Attention Swapping]] | ||
+ | [[Cognitive Engrossment]] | ||
+ | [[Disruption of Focused Attention]] | ||
+ | [[Real-Time Games]] | ||
+ | [[Gameplay Mastery]] | ||
+ | [[Hovering Closures]] | ||
+ | [[Limited Foresight]] | ||
+ | [[Limited Planning Ability]] | ||
+ | [[Complex Gameplay]] | ||
+ | [[Survive]] | ||
+ | [[The Show Must Go On]] | ||
+ | [[Attention Demanding]] | ||
+ | [[Simultaneous Challenges]] | ||
+ | [[Ever Increasing Difficulty]] | ||
== History == | == History == |
Revision as of 20:33, 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
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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References
Tension Mutual FUBAR Enjoyment Spectacular FUBAR Enjoyment Attention Swapping Cognitive Engrossment Disruption of Focused Attention Real-Time Games Gameplay Mastery Hovering Closures Limited Foresight Limited Planning Ability Complex Gameplay Survive The Show Must Go On Attention Demanding Simultaneous Challenges Ever Increasing Difficulty
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
-