Difference between revisions of "Mutual FUBAR Enjoyment"

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(Can Be Instantiated By)
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=== Examples ===
 
=== Examples ===
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[[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 ==
  
[[Left 4 Dead series]]
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[[Helplessness]]
[[Multiplayer Games]]
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[[Togetherness]]
 
[[Togetherness]]
 
[[Coordination]]
 
[[Coordination]]
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[[Mutual Goals]]
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[[Team Accomplishments]]
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[[Mutal Experiences]]
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[[Rescue]]
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[[Communication Channels]]
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[[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.

Examples

Space Alert


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

Helplessness

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Helplessness

Togetherness Coordination

Mutual Goals

Team Accomplishments

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

  1. 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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