Anti Fun is a concept I heard from Riot, the company that made League of Legends. It involves trying to balance a multiplayer game not just around abilities, but the enjoyment between giving, and receiving damage.
A simple example: I have a hero who has 3 basic abilities. In addition to other effects, these abilities each stun their target for 2 seconds. Each ability is on a 6 second cooldown. see the problem? I could “chain stun” your guy indefinitely. Once you got stunned, you’d be helpless. Even if there were ways to break/resist stun, my character creates a dynamic where you MUST take it vs me, otherwise you are hosed.
This chain stun loadout is “anti fun” because you lose control of your character. Skill becomes a much smaller issue- onced you are stunned you are screwed, vs other characters with more balanced abilities.
Other examples of anti-fun: Abilities that excessively relinquish control of a player (chain stuns, mind control, permanent strong debuffs like perma-silence, scrambling controls, stripping enemies of their resource, resetting their ability cooldowns), abilities that excessively punish a player (extending their respawn timer, altering their interface, interfering with macros), abilities that cannot be countered/avoided (infinite range/instantaneous attacks, buffs that reflect excessive abilities/damage, One Hit KO abilities), Abilities that can be countered/enhanced via hardware settings (seeing stealthed players on certain graphics settings, smoke beimg more/less transparent on certain graphics settings, objects/players becoming unfairly contrasted or concealed with certain hardware abilities or limitations).
Care Bear Mentality: Anti-fun has to be blanced with Care Bear mentality. A game should be challenging, competitive, and diverse. If you “over balance” the game, you strip it of elements that could make it more diverse. The game becomes one-dimensional and boring. Its possible to make a game competitive, diverse, challenging, balanced, and dynamic. It just requires a lot of involvement between the developer and playerbase.
Anti-fun isn’t just an unfair disadvantage, its an element that fundamentally detracts from a player’s experience. It can really sink a game since few players will want to spend their entire session staring at respawn screen.