Mutual FUBAR Enjoyment
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
Can Be Instantiated By
FUBAR Enjoyment together with Helplessness, Parties, PvE, Rescue, or Teams in Multiplayer Games
Can Be Modulated By
Diegetic Aspects
Making players feel that they are in each others' proximity, either because they Unmediated Social Interaction or Virtual Co-Presence can increase the feeling of players having the experience of Mutual FUBAR Enjoyment together.
Interface Aspects
Communication Channels, Negotiation,
Consequences
Mutual FUBAR Enjoyment is a way to provide players with both Mutual Experiences and Togetherness, and successfully handling the gameplay can create sense of Team Accomplishments. However, failure might cause Guilting to occur and this can work against the sense of Togetherness.
Like the case for FUBAR Enjoyment, players having Mutual FUBAR Enjoyment are preoccupied with immediate problems and therefor may have difficulties considering Risk/Reward situations.
Relations
Can Instantiate
Guilting, Mutual Experiences, Team Accomplishments, Togetherness
Can Modulate
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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, Unmediated Social Interaction, Virtual Co-Presence
Possible Closure Effects
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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
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