Difference between revisions of "FUBAR Enjoyment"

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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of [[Tension]]''
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''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of Tension''
  
Short paragraph giving the description of the pattern while not referring to any other patterns.
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This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
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==== Anti-Examples ====
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optional
  
 
== 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.
 
 
The sub headings below should be added if feasible.
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
 
  
=== Narrative Aspects ===
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=== Narration 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 ==
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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== References ==
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[[Tension]]
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[[Mutual FUBAR Enjoyment]]
  
 
== History ==
 
== History ==
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:
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Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper ''Exploring aesthetical gameplay design patterns: camaraderie in four games''<ref name="Bergstrom"/>.
<pre>
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A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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</pre>
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== References ==
 
== References ==
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
 
<pre>
 
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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<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>
 
</references>
 
</references>
</pre>
 
  
 
== Acknowledgments ==
 
== Acknowledgments ==
Place to acknowledge people that have provided examples and insights b
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Revision as of 20:24, 28 August 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.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

References

Tension Mutual FUBAR Enjoyment

History

Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper Exploring aesthetical gameplay design patterns: camaraderie in four games[1].

References

  1. Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.

Acknowledgments

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