Difference between revisions of "FUBAR Enjoyment"

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== Consequences ==
 
== 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.  
+
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. Regardless, games with [[FUBAR Enjoyment]] have [[Performance Uncertainty]] since players are forced to act in situations where not succeeding is a very possible outcome.
  
 
For [[Multiplayer Games]], the combination of [[FUBAR Enjoyment]] with either [[Parties]], [[PvE]], or [[Teams]] leads to the possibility of [[Mutual FUBAR Enjoyment]].
 
For [[Multiplayer Games]], the combination of [[FUBAR Enjoyment]] with either [[Parties]], [[PvE]], or [[Teams]] leads to the possibility of [[Mutual FUBAR Enjoyment]].
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[[Cognitive Engrossment]],  
 
[[Cognitive Engrossment]],  
 
[[Gameplay Mastery]],  
 
[[Gameplay Mastery]],  
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[[Performance Uncertainty]],
 
[[Spectacular Failure Enjoyment]],  
 
[[Spectacular Failure Enjoyment]],  
 
[[Tension]]
 
[[Tension]]

Revision as of 07:37, 2 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

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. Regardless, games with FUBAR Enjoyment have Performance Uncertainty since players are forced to act in situations where not succeeding is a very possible outcome.

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, Performance Uncertainty, 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[3].

References

  1. US miliary slang: F***ed Up Beyond Recognition.
  2. Csikszentmihalyi, Mihaly (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.
  3. 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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