Difference between revisions of "Mutual FUBAR Enjoyment"
From gdp3
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=== Examples === | === Examples === | ||
+ | [[Space Alert]] | ||
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+ | Players of [[Left 4 Dead series]] have an easier time completing levels if they work together but simultaneously handling hordes and the special enemies that can incapacitate players create very chaotic situations in which [[Mutal FUBAR Enjoyment]] can occur. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Helplessness]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
− | [[ | + | [[Helplessness]] |
− | + | ||
[[Togetherness]] | [[Togetherness]] | ||
[[Coordination]] | [[Coordination]] | ||
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+ | [[Mutual Goals]] | ||
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+ | [[Team Accomplishments]] | ||
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+ | [[Mutal Experiences]] | ||
+ | [[Rescue]] | ||
+ | [[Communication Channels]] | ||
+ | [[Virtual Co-Presence]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 11:48, 2 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Players of Left 4 Dead series have an easier time completing levels if they work together but simultaneously handling hordes and the special enemies that can incapacitate players create very chaotic situations in which Mutal FUBAR Enjoyment can occur.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Mutal Experiences Rescue Communication Channels Virtual Co-Presence
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
FUBAR Enjoyment together with Parties, PvE, or Teams in Multiplayer Games
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[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.
Acknowledgments
-