Mutual FUBAR Enjoyment

From gdp3
Revision as of 11:51, 2 September 2014 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

Helplessness

Togetherness Coordination

Mutual Goals

Team Accomplishments

Mutual Experiences Rescue Communication Channels Virtual Co-Presence

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

FUBAR Enjoyment together with Parties, PvE, 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

  1. Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.

Acknowledgments

-