FUBAR Enjoyment
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
Contents
Examples
Anti-Examples
optional
Using the pattern
FUBAR Enjoyment can be seen as a flow experience[2] that presses against the competences of a player to the degree that failure seems imminent.
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
While FUBAR Enjoyment is a positive experience, it relies on players having Cognitive Engrossment and Tension. One reason why FUBAR Enjoyment is enjoyable is that it lets players feel that they have Gameplay Mastery and it can be argued that the pattern does make players have this since they need to play at their full abilities; another reason is that eventual failure can lead to Spectacular Failure Enjoyment since the situation was chaotic or very difficult to begin with.
For Multiplayer Games, the combination of FUBAR Enjoyment with either Parties, PvE, or Teams leads to the possibility of Mutual FUBAR Enjoyment.
Relations
Can Instantiate
Cognitive Engrossment, Gameplay Mastery, Spectacular Failure Enjoyment, Tension
with Parties, PvE, or Teams in Multiplayer Games
Can Modulate
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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[3].
References
- ↑ US miliary slang: F***ed up Beyond Recognition.
- ↑ Csikszentmihalyi, Mihaly (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.
- ↑ 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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