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Metagames. Richard Garfield. 2002. 6. 4 Han, Seung-hee. Contents. Introduction Categories of metagame Case study – “Magic : the Gathering” Summary. Introduction. Intention of author Hobby industry Orthogame perspective ex) game ladders and leagues Need for metagame As a player

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metagames

Metagames

Richard Garfield

2002. 6. 4

Han, Seung-hee

contents
Contents
  • Introduction
  • Categories of metagame
  • Case study – “Magic : the Gathering”
  • Summary
introduction
Introduction
  • Intention of author
    • Hobby industry
    • Orthogame perspective
      • ex) game ladders and leagues
  • Need for metagame
    • As a player
    • As a game organizer
    • Increase appeal to the regular players
definition of metagame
Definition of Metagame
  • broad definition
    • How a game interfaces with life
  • Intuitive meaning
    • Player’s different experience in the games, even though the underlying rules are same
  • No game without a metagame
motivation
Motivation
  • For understanding games
    • How they work
    • What their appeal is
  • Metagame is only indirectly involved with game design
    • Hard to leverage metagame to be make a better game
    • Powerful, worth a lot of effort
  • Compelling metagame is what separates a hobby from a game
categories of metagame
Categories of Metagame

1. bring to a game

a game

a game

4. during a game

2. take away from a game

3. between games

what you bring to a game
What You Bring “TO” a Game
  • Game Resources
  • Strategic Preparation
  • Peripheral Game Resources
  • Reputation

a game

1. bring to a game

what you take away from a game
What You Take Away “FROM” a Game
  • Social contract in playing a game
    • You care about winning (doing well)

the stakes of play

  • Money, Prizes, Story
  • Reputation, Standing in the competition
  • Doing well for it’s own sake
  • Resources for future games
  • Access to other games, or players

a game

2. take away from a game

what happens between games
What Happens “BETWEEN” Games
  • Big part of the appeal to many players
  • If you can provide your players a solo, downtime activity players can really start to make a hobby out of your game
  • Reputation gathering & circulation
  • Strategy research
  • Resource circulation
  • Other game preparation

a game

a game

3. between games

what happens during a game
What Happens “DURING” a Game
  • The influence of real life on a game is always present
  • Fatigue
  • Outside game bonds
  • Game mechanics or state affected by world
  • Trash talking

4. during a game

case study magic the gathering
Case Study – “Magic: the Gathering”
  • Designed by Richard Garfield and produced by Wizards of the Coast(1993)
  • Trading card game, Collectible card game
metagames in magic
Metagames in “Magic”
  • “TO”
    • Choosing the game resources is a large part of the appeal to many players
    • Preparing opening, lines of defense, or bidding systems
    • Specialists like deck constructors, analyzers
  • “FROM”
    • Informal game group vs. Cash tournaments and leagues
    • Players wagered one of their cards on a match
  • “BETWEEN”
    • Circulation of game resources and information
  • “DURING”
    • Fatigue
    • Reputation – the best player, winner with particular decks or types of decks
support for the metagames
Support for the Metagames
  • Magic has many tiered metagames
    • From design
      • deck construction and competition
      • making their own rules
    • Intentionally made
      • mental sports – tournaments with centralized ranking
        • serious play group vs. casual play group
    • Imposed by the player
      • consistent rules
      • limits on the number of cards of each type allowed
summary
Summary
  • Metagames in the game
    • increase the appeal to many players
    • make a hobby out of the game
  • Design the metagames, i.e. the storytelling of individual experience in the game as well as the storytelling in the games
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