Difference between revisions of "FUBAR Enjoyment"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Attention Swapping]]
 
[[Cognitive Engrossment]]
 
[[Disruption of Focused Attention]]
 
[[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 ===
 +
[[Cognitive Engrossment]],
 +
[[Gameplay Mastery]],
 
[[Spectacular Failure Enjoyment]],  
 
[[Spectacular Failure Enjoyment]],  
 
[[Tension]]
 
[[Tension]]
Line 56: Line 44:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Attention Demanding]],
 +
[[Attention Swapping]],
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
[[Real-Time Games]]
+
[[Complex Gameplay]],
 +
[[Ever Increasing Difficulty]],
 +
 
 +
[[Disruption of Focused Attention]],
 +
[[Hovering Closures]],
 +
[[Limited Foresight]],
 +
[[Limited Planning Ability]],
 +
[[Real-Time Games]],
 +
[[Simultaneous Challenges]],
 +
[[Survive]],
 +
[[The Show Must Go On]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:27, 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

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Cognitive Engrossment, Gameplay Mastery, Spectacular Failure Enjoyment, Tension

with Parties, PvE, or Teams in Multiplayer Games

Mutual FUBAR Enjoyment

Can Modulate

-

Can Be Instantiated By

Attention Demanding, Attention Swapping, Challenging Gameplay, Complex Gameplay, Ever Increasing Difficulty,

Disruption of Focused Attention, Hovering Closures, Limited Foresight, Limited Planning Ability, Real-Time Games, Simultaneous Challenges, Survive, The Show Must Go On

Can Be Modulated By

-

Possible Closure Effects

-

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

  1. US miliary slang: F***ed up Beyond Recognition.
  2. Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.

Acknowledgments

-