Difference between revisions of "FUBAR Enjoyment"
From gdp3
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== Relations == | == Relations == | ||
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[[Spectacular Failure Enjoyment]] | [[Spectacular Failure Enjoyment]] | ||
[[Attention Swapping]] | [[Attention Swapping]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Tension]] | |
==== with [[Parties]] or [[Teams]] in [[Multiplayer Games]] ==== | ==== with [[Parties]] or [[Teams]] in [[Multiplayer Games]] ==== |
Revision as of 09:03, 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
Spectacular Failure 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 Parties or Teams in Multiplayer Games
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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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
- ↑ US miliary slang: F***ed up Beyond Recognition.
- ↑ Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.
Acknowledgments
-