Difference between revisions of "Mutual FUBAR Enjoyment"
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 12:47, 2 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Mutual Experiences Virtual Co-Presence
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
FUBAR Enjoyment together with Helplessness, Parties, PvE, Rescue, or Teams in Multiplayer Games
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[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.
Acknowledgments
-