Difference between revisions of "Mutual FUBAR Enjoyment"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Negotiation]]  
+
=== Can Instantiate ===
 
+
[[Guilting]],
 
+
[[Mutual Experiences]],
 +
[[Team Accomplishments]],
 
[[Togetherness]]
 
[[Togetherness]]
[[Coordination]]
 
 
[[Mutual Goals]]
 
 
[[Team Accomplishments]]
 
 
[[Mutual Experiences]]
 
[[Virtual Co-Presence]]
 
 
=== Can Instantiate ===
 
[[Guilting]]
 
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Communication Channels]]
+
[[Communication Channels]],
 +
[[Coordination]],
 +
[[Mutual Goals]],
 +
[[Negotiation]],
 +
[[Virtual Co-Presence]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 12:48, 2 September 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

The players of the board game Space Alert need to plan their actions together in advance to handle multiple treats while at the same time making sure that the logistics needed are maintained. Since players can rather easily become overwhelmed or be unsure if they have taking into account everything that needs to be done, the game opens up for opportunities of Mutual FUBAR Enjoyment.

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 Mutual FUBAR Enjoyment can occur.

Anti-Examples

optional

Using the pattern

Helplessness

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Guilting, Mutual Experiences, Team Accomplishments, Togetherness

Can Modulate

-

Can Be Instantiated By

FUBAR Enjoyment together with Helplessness, Parties, PvE, Rescue, or Teams in Multiplayer Games

Can Be Modulated By

Communication Channels, Coordination, Mutual Goals, Negotiation, Virtual Co-Presence

Possible Closure Effects

-

Potentially Conflicting With

Risk/Reward

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

-