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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 l.jpg

Metagames

Richard Garfield

2002. 6. 4

Han, Seung-hee


Contents l.jpg
Contents

  • Introduction

  • Categories of metagame

  • Case study – “Magic : the Gathering”

  • Summary


Introduction l.jpg
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 l.jpg
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


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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


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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 l.jpg
What You Bring “TO” a Game

  • Game Resources

  • Strategic Preparation

  • Peripheral Game Resources

  • Reputation

a game

1. bring to a game


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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


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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


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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


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Case Study – “Magic: the Gathering”

  • Designed by Richard Garfield and produced by Wizards of the Coast(1993)

  • Trading card game, Collectible card game


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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


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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


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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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