Difference between revisions of "FUBAR Enjoyment"
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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+ | [[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]] | ||
+ | [[FUBAR Enjoyment]] | ||
=== Examples === | === Examples === | ||
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== Relations == | == Relations == | ||
+ | [[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]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == | ||
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<references> | <references> | ||
<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> | <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> | ||
+ | <ref nmae="fubar">US miliary slang: F***ed up Beyond Recognition.</ref> | ||
</references> | </references> | ||
== Acknowledgments == | == Acknowledgments == | ||
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Revision as of 07:58, 1 September 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.
FUBAR[1] Enjoyment FUBAR Enjoyment
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
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
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
-
History
Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper Exploring aesthetical gameplay design patterns: camaraderie in four games[2].
References
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedfubar
- ↑ Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.
Cite error: <ref>
tag defined in <references>
has group attribute "" which does not appear in prior text.
Acknowledgments
-