Difference between revisions of "Spectacular Failure Enjoyment"

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[[X-COM series]]
 
[[X-COM series]]
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Players that have contributed to the wiki of [[Slaves to Armok II: Dwarf Fortress]] consider fun equal to losing, having a redirect link from "Fun"<ref name="Fun"/> to "Losing"<ref name="Losing"/> and on the "Losing" page discuss the reasoning behind this<ref name="Losing"/>. For those that fail to lose, and thereby have fun, they offer suggestion on how to sabotage your own chances by taking on additional challenges<ref name="Challenges"/>.
  
 
Nordic LARPs
 
Nordic LARPs
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== Using the pattern ==
 
== Using the pattern ==
  
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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This pattern reflects that a failure which distinguishes itself in some way – e.g. as the result of exceptional bad luck, gross ineptness or overwhelming opposition – can have an aesthetic quality of its own. Here, the magnitude of the failure lessens the fact that it was a failure and can probably in many cases be as entertaining as a victory, or at least results in a memorable occasion (an aesthetic experience in Dewey’s [9] terminology) apt for retelling.
 
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CHALLENGING GAMEPLAY is one way to promote SPECTACULAR FAILURE ENJOYMENT, either because the players find their misjudgment of opposition entertaining or because slight mistakes quickly made a situation spiral out of control. A second reason can be lack of COORDINATION, either in failure to take advantages of possible TEAM COMBOS or failure to meet SIMULTANEOUS CHALLENGES.  
The sub headings below should be added if feasible.
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Another issue is that having the same type of failure many times is unlikely to be enjoyable. This gives the requirement that the failure should be unexpected and not have been experienced before, something difficult to design for in games which are intended to be replayed many times. using the mechanical pattern RANDOMNESS may lead to the desire type of SPECTACULAR FAILURE ENJOYMENT, either due to very unlikely combinations of the mechanical patterns CARDS, DICE, ENEMIES, etc. (and thereby extra CHALLENGING GAMEPLAY) or simply by allowing series of very unlucky die rolls.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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 ===
 
=== Interface Aspects ===
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
 
== Consequences ==
 
What effects a patterns has on a design.
 
  
 
== Relations ==
 
== Relations ==
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[[Critical Misses]],  
 
[[Critical Misses]],  
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
[[Dice]],  
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[[Randomness]],  
 
[[Playing to Lose]],  
 
[[Playing to Lose]],  
 
[[Tension]]
 
[[Tension]]
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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>
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<ref name="Losing">[http://dwarffortresswiki.org/index.php/DF2014:Losing Entry] for "Losing" on the Dwarf Fortress wiki.</ref>
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<ref name="Fun">[http://dwarffortresswiki.org/index.php/DF2014:Fun Entry] for "Fun" on the Dwarf Fortress wiki.</ref>
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<ref name="Challenges">[http://dwarffortresswiki.org/index.php/DF2014:Challenges Entry] for "Challenges" on the Dwarf Fortress wiki.</ref>
 
</references>
 
</references>
 
== Acknowledgments ==
 
== Acknowledgments ==
 
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Revision as of 21:39, 14 July 2014

The enjoyment to be had when you and/or your group fail in a spectacular way

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

Some examples, preferably from different genres and with links to wiki pages of the games.

Left 4 Dead series Space Alert Fiasco

Paranoia

RoboRally

X-COM series

Players that have contributed to the wiki of Slaves to Armok II: Dwarf Fortress consider fun equal to losing, having a redirect link from "Fun"[1] to "Losing"[2] and on the "Losing" page discuss the reasoning behind this[2]. For those that fail to lose, and thereby have fun, they offer suggestion on how to sabotage your own chances by taking on additional challenges[3].

Nordic LARPs Monitor Celestra


Using the pattern

This pattern reflects that a failure which distinguishes itself in some way – e.g. as the result of exceptional bad luck, gross ineptness or overwhelming opposition – can have an aesthetic quality of its own. Here, the magnitude of the failure lessens the fact that it was a failure and can probably in many cases be as entertaining as a victory, or at least results in a memorable occasion (an aesthetic experience in Dewey’s [9] terminology) apt for retelling. CHALLENGING GAMEPLAY is one way to promote SPECTACULAR FAILURE ENJOYMENT, either because the players find their misjudgment of opposition entertaining or because slight mistakes quickly made a situation spiral out of control. A second reason can be lack of COORDINATION, either in failure to take advantages of possible TEAM COMBOS or failure to meet SIMULTANEOUS CHALLENGES. Another issue is that having the same type of failure many times is unlikely to be enjoyable. This gives the requirement that the failure should be unexpected and not have been experienced before, something difficult to design for in games which are intended to be replayed many times. using the mechanical pattern RANDOMNESS may lead to the desire type of SPECTACULAR FAILURE ENJOYMENT, either due to very unlikely combinations of the mechanical patterns CARDS, DICE, ENEMIES, etc. (and thereby extra CHALLENGING GAMEPLAY) or simply by allowing series of very unlucky die rolls.

Diegetic Aspects

-

Interface Aspects

-

Narrative Aspects

-

Consequences

Relations

Can Instantiate

Storytelling, Togetherness

Can Modulate

-

Can Be Instantiated By

Action Programming, Anticipation, Critical Misses, Challenging Gameplay, Randomness, Playing to Lose, Tension

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[4].

References

  1. Entry for "Fun" on the Dwarf Fortress wiki.
  2. 2.0 2.1 Entry for "Losing" on the Dwarf Fortress wiki.
  3. Entry for "Challenges" on the Dwarf Fortress wiki.
  4. Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.

Acknowledgments

-