Mutual FUBAR Enjoyment

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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

Can Be Instantiated By

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

Can Be Modulated By

Coordination, Mutual Goals,

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

Can Instantiate

Guilting, Mutual Experiences, Team Accomplishments, Togetherness

Can Modulate

-

Potentially Conflicting With

Risk/Reward

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, Unmediated Social Interaction, 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

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