Difference between revisions of "FUBAR Enjoyment"

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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''
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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.''
  
 
Games typically challenge players in different ways. [[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]] can occur when these challenges rely on players being overwhelmed with things they need to react to while also being under time pressure, either because the pure amount of things become ridiculous or that players notice that they are somehow handling the situation. This [[FUBAR Enjoyment]] can be seen as a ''flow'' experience<ref name="Csikszentmihalyi"/> that presses against the competences of a player to the degree that failure seems imminent.  
 
Games typically challenge players in different ways. [[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]] can occur when these challenges rely on players being overwhelmed with things they need to react to while also being under time pressure, either because the pure amount of things become ridiculous or that players notice that they are somehow handling the situation. This [[FUBAR Enjoyment]] can be seen as a ''flow'' experience<ref name="Csikszentmihalyi"/> that presses against the competences of a player to the degree that failure seems imminent.  
  
 
=== Examples ===
 
=== Examples ===
[[Shoot 'em up Games]] such as  
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[[Shoot 'em up Games]] such as [[1942]] and [[Tempest]] forces players to fight many enemies at the same time, having to both try and hit them while avoiding to get hit by the multiple shots fired at them. The subgenre of "Bullet Hell"<ref name="bullet hell"/> games rely even more on [[FUBAR Enjoyment]] that the other [[Shoot 'em up Games]].
  
[[1942]]
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Even if players only need to deal with one block at a time, the pure speed with which players need to react in [[Tetris]] can evoke [[FUBAR Enjoyment]]. As an example using a different design approach to promote [[FUBAR Enjoyment]], zombie-based games such as the [[Left 4 Dead series]] and [[Dead Rising series]] rely on players meeting huge number of enemies which try to rush the players' characters and engage in close combat.
 
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forces players to fight many enemies at the same time, having to both try and hit them while avoiding to get hit by the multiple shots fired at them.
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The subgenre of "Bullet Hell"<ref name="bullet hell"/> games rely even more on [[FUBAR Enjoyment]] that the other [[Shoot 'em up Games]].  
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 07:53, 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.

Games typically challenge players in different ways. FUBAR[1] Enjoyment can occur when these challenges rely on players being overwhelmed with things they need to react to while also being under time pressure, either because the pure amount of things become ridiculous or that players notice that they are somehow handling the situation. This 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.

Examples

Shoot 'em up Games such as 1942 and Tempest forces players to fight many enemies at the same time, having to both try and hit them while avoiding to get hit by the multiple shots fired at them. The subgenre of "Bullet Hell"[3] games rely even more on FUBAR Enjoyment that the other Shoot 'em up Games.

Even if players only need to deal with one block at a time, the pure speed with which players need to react in Tetris can evoke FUBAR Enjoyment. As an example using a different design approach to promote FUBAR Enjoyment, zombie-based games such as the Left 4 Dead series and Dead Rising series rely on players meeting huge number of enemies which try to rush the players' characters and engage in close combat.

Using the pattern

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

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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

-

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[4].

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. Wikipedia subentry entry for Bullet Hell.
  4. 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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