Difference between revisions of "Spectacular Failure Enjoyment"

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[[Category:Subjective Patterns]]
 
[[Category:Subjective Patterns]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
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''The enjoyment to be had when failing in a spectacular way in a game.''
 
''The enjoyment to be had when failing in a spectacular way in a game.''
  
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== Using the pattern ==
 
== Using the pattern ==
 +
This pattern reflects that a failure which distinguishes itself in some way, e.g. as the result of exceptional bad luck, gross ineptness, or overwhelming opposition, can be enjoyable.
  
This pattern reflects that a failure which distinguishes itself in some way – e.g. as the result of exceptional bad luck, gross ineptness or overwhelming opposition – can have an aesthetic quality of its own. Here, the magnitude of the failure lessens the fact that it was a failure and can probably in many cases be as entertaining as a victory, or at least results in a memorable occasion (an aesthetic experience in Dewey’s [9] terminology) apt for retelling.
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The basis for [[Spectacular Failure Enjoyment]] can be created by not only having [[Anticipation]] and [[Tension]] regarding possible failure during gameplay, but also from the failure unfolding slow enough so [[Anticipation]] and [[Tension]] still can be continued to be felt while it is happening. [[Perceivable Consequences]] is one general requirement for this, but [[Action Programming]] (as used in for example [[RoboRally]] and [[Space Alert]]) can specifically create the requirements for this type of [[Spectacular Failure Enjoyment]]. [[Player Elimination]] and [[Team Elimination]] can also cause [[Spectacular Failure Enjoyment]] but this is very context dependent and ends the gameplay for those involved.  
CHALLENGING GAMEPLAY is one way to promote SPECTACULAR FAILURE ENJOYMENT, either because the players find their misjudgment of opposition entertaining or because slight mistakes quickly made a situation spiral out of control. A second reason can be lack of COORDINATION, either in failure to take advantages of possible TEAM COMBOS or failure to meet SIMULTANEOUS CHALLENGES.
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Another issue is that having the same type of failure many times is unlikely to be enjoyable. This gives the requirement that the failure should be unexpected and not have been experienced before, something difficult to design for in games which are intended to be replayed many times. using the mechanical pattern RANDOMNESS may lead to the desire type of SPECTACULAR FAILURE ENJOYMENT, either due to very unlikely combinations of the mechanical patterns CARDS, DICE, ENEMIES, etc. (and thereby extra CHALLENGING GAMEPLAY) or simply by allowing series of very unlucky die rolls.
+
  
[[Action Programming]],
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[[Challenging Gameplay]] is one way to increase the chances of [[Spectacular Failure Enjoyment]] but this requires that players are willing to accept the challenge level provided. It does so be letting players have the risk of either misjudging their opposition or by making small mistakes be able to escalate into complete failures; games that can provide [[FUBAR Enjoyment]] have these prerequisites, so aiming at supporting this pattern is one way of creating the basis for [[Spectacular Failure Enjoyment]]. [[Coordination]], [[Simultaneous Challenges]], and requiring [[Team Combos]] can have similar effects without players necessarily feeling that they are challenging. [[Ever Increasing Difficulty]] relies on other patterns to provide the actual challenge but scales up the difficulty until it is at a level which is beyond players' skills and thereby can cause [[Spectacular Failure Enjoyment]].
[[Anticipation]],
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[[Critical Misses]],  
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[[Challenging Gameplay]],
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[[Randomness]],  
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[[Playing to Lose]],  
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[[Tension]]
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=== Diegetic Aspects ===
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Even if a failure can lead to [[Spectacular Failure Enjoyment]] in a game, this does not mean that the same failure is enjoyable many times. For this reason, [[Randomness]] can help other patterns create different and unique-feeling [[Spectacular Failure Enjoyment]] moments. [[Critical Misses]] is a particular pattern typically associated with [[Randomness]] that can ruin otherwise well-working game plans. [[Friendly Fire]] can do the same but has a higher risk of not being enjoyable and may cause players to become [[Scapegoats]].
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+
  
=== Interface Aspects ===
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Players may themselves strive for [[Spectacular Failure Enjoyment]] by doing high-risk activities or planning for failure. This can be encouraged in designs by supporting the [[Playing to Lose]] pattern. [[Ragequitting]] and [[Spectacular Failure Enjoyment]] are mutually exclusive to each other, so designing for one is designing against the other.
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+
 
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=== Narrative Aspects ===
+
-
+
  
 
== Consequences ==
 
== Consequences ==
[[Spectacular Failure Enjoyment]] typically create a comical or remarkable sequences of events. This makes it more likely that the players experiencing them are going to engage in [[Storytelling]] to let others know about them than for other gameplay sequences.  
+
[[Spectacular Failure Enjoyment]] typically create a comical or remarkable sequences of [[Exceptional Events]]. This makes it more likely that the players experiencing them are going to engage in telling [[Game Instance Stories]] to let others know about them than for other gameplay sequences. The rememberability of [[Spectacular Failure Enjoyment]] make it likely to help create [[Togetherness]] between players that experience the spectacular failure together.
 
+
The rememberability of [[Spectacular Failure Enjoyment]] make it likely to help create [[Togetherness]] between players that experience the spectacular failure together.
+
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Storytelling]],  
+
[[Exceptional Events]],  
 +
[[Game Instance Stories]]
 +
 
 +
==== with [[Multiplayer Games]] ====
 
[[Togetherness]]
 
[[Togetherness]]
  
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[[Action Programming]],  
 
[[Action Programming]],  
 
[[Anticipation]],  
 
[[Anticipation]],  
 +
[[Coordination]],
 
[[Critical Misses]],  
 
[[Critical Misses]],  
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
[[Randomness]],  
+
[[Ever Increasing Difficulty]],
 +
[[Friendly Fire]],
 +
[[FUBAR Enjoyment]],
 +
[[Perceivable Consequences]],  
 
[[Playing to Lose]],  
 
[[Playing to Lose]],  
 +
[[Player Elimination]],
 +
[[Randomness]],
 +
[[Simultaneous Challenges]],
 +
[[Team Combos]],
 +
[[Team Elimination]],
 
[[Tension]]
 
[[Tension]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
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[[Ragequitting]]
  
 
== History ==
 
== History ==
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<ref name="Challenges">[http://dwarffortresswiki.org/index.php/DF2014:Challenges Entry] for "Challenges" on the Dwarf Fortress wiki.</ref>
 
<ref name="Challenges">[http://dwarffortresswiki.org/index.php/DF2014:Challenges Entry] for "Challenges" on the Dwarf Fortress wiki.</ref>
 
</references>
 
</references>
 +
 
== Acknowledgments ==
 
== Acknowledgments ==
 
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Latest revision as of 10:08, 2 September 2016

The enjoyment to be had when failing in a spectacular way in a game.

Things do not always do the way players wants in games. However, sometimes things go horribly bad that it becomes a perverse form of entertainment, especially if players cannot do anything to correct or avoid problems. Such Spectacular Failure Enjoyment can be as interesting as winning the games, are typically more interesting to retell to others since they are more unique.

Examples

RoboRally and Space Alert are two Board Games where players need to commit to several actions that will then be executed in sequence. Since mistakes can have been made, especially concerning what other players are doing at the same time, it is quite likely that players will realize they have a faulty plan but cannot do anything to correct this. Since even the smallest mistakes can cause large problems, this is likely to force players to have Spectacular Failure Enjoyment.

Some Tabletop Roleplaying Games like Paranoia and Fiasco embrace Spectacular Failure Enjoyment, most often in a dark humorous way. This is sometimes done in Live Action Roleplaying Games, most often in the Nordic LARP style where players may be "playing to lose" to create good stories. Examples of LARPs where this has happened include the Monitor Celestra.

Both the X-COM and the Left 4 Dead series often require that all characters work in conjunction, and failing to do this can so quickly cause total failures that this can become Spectacular Failure Enjoyment.

Players that have contributed to the wiki of Slaves to Armok II: Dwarf Fortress consider fun equal to losing, having a redirect link from "Fun"[1] to "Losing"[2] and on the "Losing" page discuss the reasoning behind this[2]. For those that fail to lose, and thereby have fun, they offer suggestion on how to sabotage your own chances by taking on additional challenges[3].

Using the pattern

This pattern reflects that a failure which distinguishes itself in some way, e.g. as the result of exceptional bad luck, gross ineptness, or overwhelming opposition, can be enjoyable.

The basis for Spectacular Failure Enjoyment can be created by not only having Anticipation and Tension regarding possible failure during gameplay, but also from the failure unfolding slow enough so Anticipation and Tension still can be continued to be felt while it is happening. Perceivable Consequences is one general requirement for this, but Action Programming (as used in for example RoboRally and Space Alert) can specifically create the requirements for this type of Spectacular Failure Enjoyment. Player Elimination and Team Elimination can also cause Spectacular Failure Enjoyment but this is very context dependent and ends the gameplay for those involved.

Challenging Gameplay is one way to increase the chances of Spectacular Failure Enjoyment but this requires that players are willing to accept the challenge level provided. It does so be letting players have the risk of either misjudging their opposition or by making small mistakes be able to escalate into complete failures; games that can provide FUBAR Enjoyment have these prerequisites, so aiming at supporting this pattern is one way of creating the basis for Spectacular Failure Enjoyment. Coordination, Simultaneous Challenges, and requiring Team Combos can have similar effects without players necessarily feeling that they are challenging. Ever Increasing Difficulty relies on other patterns to provide the actual challenge but scales up the difficulty until it is at a level which is beyond players' skills and thereby can cause Spectacular Failure Enjoyment.

Even if a failure can lead to Spectacular Failure Enjoyment in a game, this does not mean that the same failure is enjoyable many times. For this reason, Randomness can help other patterns create different and unique-feeling Spectacular Failure Enjoyment moments. Critical Misses is a particular pattern typically associated with Randomness that can ruin otherwise well-working game plans. Friendly Fire can do the same but has a higher risk of not being enjoyable and may cause players to become Scapegoats.

Players may themselves strive for Spectacular Failure Enjoyment by doing high-risk activities or planning for failure. This can be encouraged in designs by supporting the Playing to Lose pattern. Ragequitting and Spectacular Failure Enjoyment are mutually exclusive to each other, so designing for one is designing against the other.

Consequences

Spectacular Failure Enjoyment typically create a comical or remarkable sequences of Exceptional Events. This makes it more likely that the players experiencing them are going to engage in telling Game Instance Stories to let others know about them than for other gameplay sequences. The rememberability of Spectacular Failure Enjoyment make it likely to help create Togetherness between players that experience the spectacular failure together.

Relations

Can Instantiate

Exceptional Events, Game Instance Stories

with Multiplayer Games

Togetherness

Can Modulate

-

Can Be Instantiated By

Action Programming, Anticipation, Coordination, Critical Misses, Challenging Gameplay, Ever Increasing Difficulty, Friendly Fire, FUBAR Enjoyment, Perceivable Consequences, Playing to Lose, Player Elimination, Randomness, Simultaneous Challenges, Team Combos, Team Elimination, Tension

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Ragequitting

History

Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper Exploring aesthetical gameplay design patterns: camaraderie in four games[4].

References

  1. Entry for "Fun" on the Dwarf Fortress wiki.
  2. 2.0 2.1 Entry for "Losing" on the Dwarf Fortress wiki.
  3. Entry for "Challenges" on the Dwarf Fortress wiki.
  4. 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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