Difference between revisions of "Spectacular Failure Enjoyment"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Aesthetical_Patterns]]
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[[Category:Subjective Patterns]]
[[Category:Needs work]]
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[[Category:Aesthetic Patterns]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
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''The enjoyment to be had when failing in a spectacular way in a game.''
  
''The enjoyment to be had when you and/or your group fail in a spectacular way''
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Things do not always do the way players wants in games. However, sometimes things go horribly bad that it becomes a perverse form of entertainment, especially if players cannot do anything to correct or avoid problems. Such [[Spectacular Failure Enjoyment]] can be as interesting as winning the games, are typically more interesting to retell to others since they are more unique.
 
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Short paragraph giving the description of the pattern while not referring to any other patterns.
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=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
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[[RoboRally]] and [[Space Alert]] are two [[:Category:Board Games|Board Games]] where players need to commit to several actions that will then be executed in sequence. Since mistakes can have been made, especially concerning what other players are doing at the same time, it is quite likely that players will realize they have a faulty plan but cannot do anything to correct this. Since even the smallest mistakes can cause large problems, this is likely to force players to have [[Spectacular Failure Enjoyment]].
  
== Using the pattern ==
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Some [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] like [[Paranoia]] and [[Fiasco]] embrace [[Spectacular Failure Enjoyment]], most often in a dark humorous way. This is sometimes done in [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], most often in the Nordic LARP style where players may be "playing to lose" to create good stories. Examples of LARPs where this has happened include the [[Monitor Celestra]].
  
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.  
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Both the [[X-COM series|X-COM]] and the [[Left 4 Dead series]] often require that all characters work in conjunction, and failing to do this can so quickly cause total failures that this can become [[Spectacular Failure Enjoyment]].  
  
The sub headings below should be added if feasible.
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Players that have contributed to the wiki of [[Slaves to Armok II: Dwarf Fortress]] consider fun equal to losing, having a redirect link from "Fun"<ref name="Fun"/> to "Losing"<ref name="Losing"/> and on the "Losing" page discuss the reasoning behind this<ref name="Losing"/>. For those that fail to lose, and thereby have fun, they offer suggestion on how to sabotage your own chances by taking on additional challenges<ref name="Challenges"/>.
  
=== Diegetic Aspects ===
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== Using the pattern ==
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
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This pattern reflects that a failure which distinguishes itself in some way, e.g. as the result of exceptional bad luck, gross ineptness, or overwhelming opposition, can be enjoyable.
  
=== Interface Aspects ===
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The basis for [[Spectacular Failure Enjoyment]] can be created by not only having [[Anticipation]] and [[Tension]] regarding possible failure during gameplay, but also from the failure unfolding slow enough so [[Anticipation]] and [[Tension]] still can be continued to be felt while it is happening. [[Perceivable Consequences]] is one general requirement for this, but [[Action Programming]] (as used in for example [[RoboRally]] and [[Space Alert]]) can specifically create the requirements for this type of [[Spectacular Failure Enjoyment]]. [[Player Elimination]] and [[Team Elimination]] can also cause [[Spectacular Failure Enjoyment]] but this is very context dependent and ends the gameplay for those involved.
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
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[[Challenging Gameplay]] is one way to increase the chances of [[Spectacular Failure Enjoyment]] but this requires that players are willing to accept the challenge level provided. It does so be letting players have the risk of either misjudging their opposition or by making small mistakes be able to escalate into complete failures; games that can provide [[FUBAR Enjoyment]] have these prerequisites, so aiming at supporting this pattern is one way of creating the basis for [[Spectacular Failure Enjoyment]]. [[Coordination]], [[Simultaneous Challenges]], and requiring [[Team Combos]] can have similar effects without players necessarily feeling that they are challenging. [[Ever Increasing Difficulty]] relies on other patterns to provide the actual challenge but scales up the difficulty until it is at a level which is beyond players' skills and thereby can cause [[Spectacular Failure Enjoyment]].
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
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Even if a failure can lead to [[Spectacular Failure Enjoyment]] in a game, this does not mean that the same failure is enjoyable many times. For this reason, [[Randomness]] can help other patterns create different and unique-feeling [[Spectacular Failure Enjoyment]] moments. [[Critical Misses]] is a particular pattern typically associated with [[Randomness]] that can ruin otherwise well-working game plans. [[Friendly Fire]] can do the same but has a higher risk of not being enjoyable and may cause players to become [[Scapegoats]].
  
What effects a patterns has on a design.
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Players may themselves strive for [[Spectacular Failure Enjoyment]] by doing high-risk activities or planning for failure. This can be encouraged in designs by supporting the [[Playing to Lose]] pattern. [[Ragequitting]] and [[Spectacular Failure Enjoyment]] are mutually exclusive to each other, so designing for one is designing against the other.
  
== Relations ==
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== Consequences ==
 +
[[Spectacular Failure Enjoyment]] typically create a comical or remarkable sequences of [[Exceptional Events]]. This makes it more likely that the players experiencing them are going to engage in telling [[Game Instance Stories]] to let others know about them than for other gameplay sequences. The rememberability of [[Spectacular Failure Enjoyment]] make it likely to help create [[Togetherness]] between players that experience the spectacular failure together.
  
 +
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Exceptional Events]],  
 +
[[Game Instance Stories]]
 +
 
 +
==== with [[Multiplayer Games]] ====
 +
[[Togetherness]]
  
 
=== 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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[[Action Programming]],  
 +
[[Anticipation]],
 +
[[Coordination]],
 +
[[Critical Misses]],
 +
[[Challenging Gameplay]],
 +
[[Ever Increasing Difficulty]],
 +
[[Friendly Fire]],
 +
[[FUBAR Enjoyment]],
 +
[[Perceivable Consequences]],
 +
[[Playing to Lose]],
 +
[[Player Elimination]],
 +
[[Randomness]],
 +
[[Simultaneous Challenges]],
 +
[[Team Combos]],
 +
[[Team Elimination]],
 +
[[Tension]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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-
 +
 
 +
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Ragequitting]]
  
 
== 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>
 +
<ref name="Losing">[http://dwarffortresswiki.org/index.php/DF2014:Losing Entry] for "Losing" on the Dwarf Fortress wiki.</ref>
 +
<ref name="Fun">[http://dwarffortresswiki.org/index.php/DF2014:Fun Entry] for "Fun" on the Dwarf Fortress wiki.</ref>
 +
<ref name="Challenges">[http://dwarffortresswiki.org/index.php/DF2014:Challenges Entry] for "Challenges" on the Dwarf Fortress wiki.</ref>
 
</references>
 
</references>
</pre>
 
  
 
== Acknowledgments ==
 
== Acknowledgments ==
Place to acknowledge people that have provided examples and insights but not directly worked on the description.
+
-

Latest revision as of 10:08, 2 September 2016

The enjoyment to be had when failing in a spectacular way in a game.

Things do not always do the way players wants in games. However, sometimes things go horribly bad that it becomes a perverse form of entertainment, especially if players cannot do anything to correct or avoid problems. Such Spectacular Failure Enjoyment can be as interesting as winning the games, are typically more interesting to retell to others since they are more unique.

Examples

RoboRally and Space Alert are two Board Games where players need to commit to several actions that will then be executed in sequence. Since mistakes can have been made, especially concerning what other players are doing at the same time, it is quite likely that players will realize they have a faulty plan but cannot do anything to correct this. Since even the smallest mistakes can cause large problems, this is likely to force players to have Spectacular Failure Enjoyment.

Some Tabletop Roleplaying Games like Paranoia and Fiasco embrace Spectacular Failure Enjoyment, most often in a dark humorous way. This is sometimes done in Live Action Roleplaying Games, most often in the Nordic LARP style where players may be "playing to lose" to create good stories. Examples of LARPs where this has happened include the Monitor Celestra.

Both the X-COM and the Left 4 Dead series often require that all characters work in conjunction, and failing to do this can so quickly cause total failures that this can become Spectacular Failure Enjoyment.

Players that have contributed to the wiki of Slaves to Armok II: Dwarf Fortress consider fun equal to losing, having a redirect link from "Fun"[1] to "Losing"[2] and on the "Losing" page discuss the reasoning behind this[2]. For those that fail to lose, and thereby have fun, they offer suggestion on how to sabotage your own chances by taking on additional challenges[3].

Using the pattern

This pattern reflects that a failure which distinguishes itself in some way, e.g. as the result of exceptional bad luck, gross ineptness, or overwhelming opposition, can be enjoyable.

The basis for Spectacular Failure Enjoyment can be created by not only having Anticipation and Tension regarding possible failure during gameplay, but also from the failure unfolding slow enough so Anticipation and Tension still can be continued to be felt while it is happening. Perceivable Consequences is one general requirement for this, but Action Programming (as used in for example RoboRally and Space Alert) can specifically create the requirements for this type of Spectacular Failure Enjoyment. Player Elimination and Team Elimination can also cause Spectacular Failure Enjoyment but this is very context dependent and ends the gameplay for those involved.

Challenging Gameplay is one way to increase the chances of Spectacular Failure Enjoyment but this requires that players are willing to accept the challenge level provided. It does so be letting players have the risk of either misjudging their opposition or by making small mistakes be able to escalate into complete failures; games that can provide FUBAR Enjoyment have these prerequisites, so aiming at supporting this pattern is one way of creating the basis for Spectacular Failure Enjoyment. Coordination, Simultaneous Challenges, and requiring Team Combos can have similar effects without players necessarily feeling that they are challenging. Ever Increasing Difficulty relies on other patterns to provide the actual challenge but scales up the difficulty until it is at a level which is beyond players' skills and thereby can cause Spectacular Failure Enjoyment.

Even if a failure can lead to Spectacular Failure Enjoyment in a game, this does not mean that the same failure is enjoyable many times. For this reason, Randomness can help other patterns create different and unique-feeling Spectacular Failure Enjoyment moments. Critical Misses is a particular pattern typically associated with Randomness that can ruin otherwise well-working game plans. Friendly Fire can do the same but has a higher risk of not being enjoyable and may cause players to become Scapegoats.

Players may themselves strive for Spectacular Failure Enjoyment by doing high-risk activities or planning for failure. This can be encouraged in designs by supporting the Playing to Lose pattern. Ragequitting and Spectacular Failure Enjoyment are mutually exclusive to each other, so designing for one is designing against the other.

Consequences

Spectacular Failure Enjoyment typically create a comical or remarkable sequences of Exceptional Events. This makes it more likely that the players experiencing them are going to engage in telling Game Instance Stories to let others know about them than for other gameplay sequences. The rememberability of Spectacular Failure Enjoyment make it likely to help create Togetherness between players that experience the spectacular failure together.

Relations

Can Instantiate

Exceptional Events, Game Instance Stories

with Multiplayer Games

Togetherness

Can Modulate

-

Can Be Instantiated By

Action Programming, Anticipation, Coordination, Critical Misses, Challenging Gameplay, Ever Increasing Difficulty, Friendly Fire, FUBAR Enjoyment, Perceivable Consequences, Playing to Lose, Player Elimination, Randomness, Simultaneous Challenges, Team Combos, Team Elimination, Tension

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Ragequitting

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. Entry for "Fun" on the Dwarf Fortress wiki.
  2. 2.0 2.1 Entry for "Losing" on the Dwarf Fortress wiki.
  3. Entry for "Challenges" on the Dwarf Fortress wiki.
  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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