Difference between revisions of "FUBAR Enjoyment"

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(Relations)
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[[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]]
 
[[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]]
[[FUBAR Enjoyment]]
 
  
 
=== Examples ===
 
=== Examples ===
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== Using the pattern ==
 
== Using the pattern ==
  
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[[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.
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=== Can Be Instantiated By ===
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[[Attention Demanding]],
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[[Attention Swapping]],
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[[Challenging Gameplay]],
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[[Complex Gameplay]],
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[[Ever Increasing Difficulty]],
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[[Disruption of Focused Attention]],
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[[Hovering Closures]],
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[[Limited Foresight]],
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[[Limited Planning Ability]],
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[[Real-Time Games]],
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[[Simultaneous Challenges]],
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[[Survive]],
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[[The Show Must Go On]]
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
  
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== Consequences ==
 
== Consequences ==
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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.
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For [[Multiplayer Games]], the combination of [[FUBAR Enjoyment]] with either [[Parties]], [[PvE]], or [[Teams]] leads to the possibility of [[Mutual FUBAR Enjoyment]].
  
 
== Relations ==
 
== Relations ==
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[[Complex Gameplay]],  
 
[[Complex Gameplay]],  
 
[[Ever Increasing Difficulty]],  
 
[[Ever Increasing Difficulty]],  
 
 
[[Disruption of Focused Attention]],  
 
[[Disruption of Focused Attention]],  
 
[[Hovering Closures]],  
 
[[Hovering Closures]],  
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== References ==
 
== References ==
 
<references>
 
<references>
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<ref name="Csikszentmihalyi">Csikszentmihalyi, Mihaly (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.</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>
 
<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="fubar">US miliary slang: F***ed up Beyond Recognition.</ref>
 
<ref name="fubar">US miliary slang: F***ed up Beyond Recognition.</ref>

Revision as of 09:36, 1 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.

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

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

-