Difference between revisions of "FUBAR Enjoyment"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Aesthetical_Patterns]]
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[[Category:Aesthetic_Patterns]]
[[Category:Needs work]]
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[[Category:Subjective Patterns]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
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[[Category:Needs references]]
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[[Category:To be Published]]
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''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of tension.''
  
''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of [[Tension]]''
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Games typically challenge players in different ways. [[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]] can occur when these challenges rely on players being overwhelmed with things they need to react to while also being under time pressure, either because the pure amount of things become ridiculous or that players notice that they are somehow handling the situation. This [[FUBAR Enjoyment]] can be seen as a ''flow'' experience<ref name="Csikszentmihalyi"/> that presses against the competences of a player to the degree that failure seems imminent.  
 
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Short paragraph giving the description of the pattern while not referring to any other patterns.
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=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
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[[:Category:Shoot 'em up Games|Shoot 'em up Games]] such as [[1942]] and [[Tempest]] forces players to fight many enemies at the same time, having to both try and hit them while avoiding to get hit by the multiple shots fired at them. The subgenre of "Bullet Hell"<ref name="bullet hell"/> games rely even more on [[FUBAR Enjoyment]] that the other [[:Category:Shoot 'em up Games|Shoot 'em up Games]].
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Even if players only need to deal with one block at a time, the pure speed with which players need to react in [[Tetris]] can evoke [[FUBAR Enjoyment]]. As an example using a different design approach to promote [[FUBAR Enjoyment]], zombie-based games such as the [[Left 4 Dead series]] and [[Dead Rising series]] rely on players meeting huge number of enemies which try to rush the players' characters and engage in close combat.
  
 
== Using the pattern ==
 
== Using the pattern ==
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The prime requirements for [[FUBAR Enjoyment]] to be possible is to have [[Challenging Gameplay]] in [[Real-Time Games]]. Many patterns can be used to ensure that players are under pressure while dealing with the challenges: [[Attention Demanding Gameplay]] and [[The Show Must Go On]] are probably the most important ones since they deny players the chance to have control over when they should act, but [[Ever Increasing Difficulty]] makes sure that players that have proven able to handle certain situations are put in more difficult ones. [[FUBAR Enjoyment]] typically also makes use of [[Simultaneous Challenges]], which not only makes for [[Complex Gameplay]] but can require [[Attention Swapping]] (which even without [[Simultaneous Challenges]] can support [[FUBAR Enjoyment]]). [[Disruption of Focused Attention]], [[Limited Foresight]], and [[Limited Planning Ability]] all work for creating more chaotic situation for players and can thereby help make an unpredictable and overwhelming gameplay situation.
  
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.  
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For [[Multiplayer Games]], the combination of [[FUBAR Enjoyment]] with either [[Helplessness]], [[Mutual Goals]], [[Parties]], [[PvE]], [[Rescue]], or [[Teams]] leads to the possibility of [[Mutual FUBAR Enjoyment]].
  
The sub headings below should be added if feasible.
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[[Survive]] is a typical goal associated with [[FUBAR Enjoyment]] and [[Always Vulnerable]] focuses the possibility of failure on players' [[Focus Loci]].
 
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=== Diegetic Aspects ===
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Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
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=== Interface Aspects ===
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Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
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Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
 
== Consequences ==
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While [[FUBAR Enjoyment]] is the positive experience of [[Hovering Closures]], it relies on players having [[Cognitive Engrossment]] and [[Tension]]. One reason why [[FUBAR Enjoyment]] is enjoyable is that it lets players feel that they have [[Gameplay Mastery]] and it can be argued that the pattern does make players have this since they need to play at their full abilities; another reason is that eventual failure can lead to [[Spectacular Failure Enjoyment]] since the situation was chaotic or very difficult to begin with. Regardless, games with [[FUBAR Enjoyment]] have [[Performance Uncertainty]] since players are forced to act in situations where not succeeding is a very possible outcome.
  
What effects a patterns has on a design.
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Players having [[FUBAR Enjoyment]] may have difficulties considering [[Risk/Reward]] situations since they are preoccupied with immediate problems.
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Cognitive Engrossment]],  
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[[Gameplay Mastery]],
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[[Hovering Closures]],
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[[Performance Uncertainty]],
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[[Spectacular Failure Enjoyment]]
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==== with [[Helplessness]], [[Mutual Goals]], [[Parties]], [[PvE]], [[Rescue]], or [[Teams]] in [[Multiplayer Games]] ====
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[[Mutual FUBAR Enjoyment]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Attention Demanding Gameplay]],  
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[[Attention Swapping]],
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[[Challenging Gameplay]],
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[[Complex Gameplay]],
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[[Ever Increasing Difficulty]],
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[[Disruption of Focused Attention]],
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[[Limited Foresight]],
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[[Limited Planning Ability]],
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[[Real-Time Games]],
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[[Simultaneous Challenges]],
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[[Tension]],
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[[The Show Must Go On]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Always Vulnerable]],  
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[[Survive]]
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=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Risk/Reward]]
  
 
== History ==
 
== History ==
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:
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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"/>.
<pre>
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A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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</pre>
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== References ==
 
== References ==
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
 
<pre>
 
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="bullet hell">Wikipedia subentry [http://en.wikipedia.org/wiki/Shoot_%27em_up#Bullet_hell_and_niche_appeal entry] for ''Bullet Hell''.</ref>
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<ref name="Csikszentmihalyi">Csikszentmihalyi, Mihaly (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.</ref>
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<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>
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<ref name="fubar">US miliary slang: F***ed Up Beyond Recognition.</ref>
 
</references>
 
</references>
</pre>
 
  
 
== Acknowledgments ==
 
== Acknowledgments ==
Place to acknowledge people that have provided examples and insights b
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Latest revision as of 14:01, 11 August 2015

The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of tension.

Games typically challenge players in different ways. FUBAR[1] Enjoyment can occur when these challenges rely on players being overwhelmed with things they need to react to while also being under time pressure, either because the pure amount of things become ridiculous or that players notice that they are somehow handling the situation. This FUBAR Enjoyment can be seen as a flow experience[2] that presses against the competences of a player to the degree that failure seems imminent.

Examples

Shoot 'em up Games such as 1942 and Tempest forces players to fight many enemies at the same time, having to both try and hit them while avoiding to get hit by the multiple shots fired at them. The subgenre of "Bullet Hell"[3] games rely even more on FUBAR Enjoyment that the other Shoot 'em up Games.

Even if players only need to deal with one block at a time, the pure speed with which players need to react in Tetris can evoke FUBAR Enjoyment. As an example using a different design approach to promote FUBAR Enjoyment, zombie-based games such as the Left 4 Dead series and Dead Rising series rely on players meeting huge number of enemies which try to rush the players' characters and engage in close combat.

Using the pattern

The prime requirements for FUBAR Enjoyment to be possible is to have Challenging Gameplay in Real-Time Games. Many patterns can be used to ensure that players are under pressure while dealing with the challenges: Attention Demanding Gameplay and The Show Must Go On are probably the most important ones since they deny players the chance to have control over when they should act, but Ever Increasing Difficulty makes sure that players that have proven able to handle certain situations are put in more difficult ones. FUBAR Enjoyment typically also makes use of Simultaneous Challenges, which not only makes for Complex Gameplay but can require Attention Swapping (which even without Simultaneous Challenges can support FUBAR Enjoyment). Disruption of Focused Attention, Limited Foresight, and Limited Planning Ability all work for creating more chaotic situation for players and can thereby help make an unpredictable and overwhelming gameplay situation.

For Multiplayer Games, the combination of FUBAR Enjoyment with either Helplessness, Mutual Goals, Parties, PvE, Rescue, or Teams leads to the possibility of Mutual FUBAR Enjoyment.

Survive is a typical goal associated with FUBAR Enjoyment and Always Vulnerable focuses the possibility of failure on players' Focus Loci.

Consequences

While FUBAR Enjoyment is the positive experience of Hovering Closures, it relies on players having Cognitive Engrossment and Tension. One reason why FUBAR Enjoyment is enjoyable is that it lets players feel that they have Gameplay Mastery and it can be argued that the pattern does make players have this since they need to play at their full abilities; another reason is that eventual failure can lead to Spectacular Failure Enjoyment since the situation was chaotic or very difficult to begin with. Regardless, games with FUBAR Enjoyment have Performance Uncertainty since players are forced to act in situations where not succeeding is a very possible outcome.

Players having FUBAR Enjoyment may have difficulties considering Risk/Reward situations since they are preoccupied with immediate problems.

Relations

Can Instantiate

Cognitive Engrossment, Gameplay Mastery, Hovering Closures, Performance Uncertainty, Spectacular Failure Enjoyment

with Helplessness, Mutual Goals, Parties, PvE, Rescue, or Teams in Multiplayer Games

Mutual FUBAR Enjoyment

Can Modulate

-

Can Be Instantiated By

Attention Demanding Gameplay, Attention Swapping, Challenging Gameplay, Complex Gameplay, Ever Increasing Difficulty, Disruption of Focused Attention, Limited Foresight, Limited Planning Ability, Real-Time Games, Simultaneous Challenges, Tension, The Show Must Go On

Can Be Modulated By

Always Vulnerable, Survive

Possible Closure Effects

-

Potentially Conflicting With

Risk/Reward

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. US miliary slang: F***ed Up Beyond Recognition.
  2. Csikszentmihalyi, Mihaly (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.
  3. Wikipedia subentry entry for Bullet Hell.
  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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