Difference between revisions of "FUBAR Enjoyment"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Cognitive Engrossment]], | ||
+ | [[Gameplay Mastery]], | ||
[[Spectacular Failure Enjoyment]], | [[Spectacular Failure Enjoyment]], | ||
[[Tension]] | [[Tension]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Attention Demanding]], | ||
+ | [[Attention Swapping]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
− | [[Real-Time Games]] | + | [[Complex Gameplay]], |
+ | [[Ever Increasing Difficulty]], | ||
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+ | [[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
Contents
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
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
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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
-