History Main / MetaGame

7th Feb '16 8:57:19 PM FF32
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** It should also be noted that TF2 has a completely different competitive scene than the developers intended. While normal play involves 24 players with few if any class limits, two completely different competitive scenes have evolved, one involving 12 players with some class limits, and another involving 18 players with strict class limits. Additionally, "6v6" has a considerable amount of items which are banned from competitive play. "9v9" (Known as Franchise/{{Highlander}} because each team has [[CatchPhrase only one]] of each class), while having significantly fewer items banned from competitive play, does also institute item bans. ** To elaborate, the 6v6 mode is typically on of the more "even" Capture Points maps (Grainary is the most common). Even though there are usually no restriction on what classes can be taken, 9/10 times it will be the optimal lineup (2 Scouts, 1 Demoman, 1 Medic, 1 "Roamer" that's usually a Soldier and 1 "Pocket" who stick with the Medic and is also usually a Soldier). Also, even though most "OP" weapons are banned, you will rarely if ever see anything besides the default loadouts, [[BoringButPractical since these have no drawbacks compared to the sidegrades]]. While Vanilla TF2 may be anywhere on the silliness scale, competitive TF2 is usually considered SeriousBusiness.
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** It should also be noted that TF2 [=TF2=] has a completely different competitive scene than the developers intended. While normal play involves 24 players with few if any class limits, two completely different competitive scenes have evolved, one involving 12 players with some class limits, and another involving 18 players with strict class limits. Additionally, "6v6" has a considerable amount of items which are banned from competitive play. "9v9" (Known as Franchise/{{Highlander}} because each team has [[CatchPhrase only one]] of each class), while having significantly fewer items banned from competitive play, does also institute item bans. ** To elaborate, the 6v6 mode is typically on of the more "even" Capture Points maps (Grainary is the most common). Even though there are usually no restriction on what classes can be taken, 9/10 times it will be the optimal lineup (2 Scouts, 1 Demoman, 1 Medic, 1 "Roamer" that's usually a Soldier and 1 "Pocket" who stick with the Medic and is also usually a Soldier). Also, even though most "OP" weapons are banned, you will rarely if ever see anything besides the default loadouts, [[BoringButPractical since these have no drawbacks compared to the sidegrades]]. While Vanilla TF2 [=TF2=] may be anywhere on the silliness scale, competitive TF2 [=TF2=] is usually considered SeriousBusiness.
22nd Jan '16 2:53:13 PM GrammarNavi
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* ''SuperSmashBros'' has developed a fairly extensive metagame, with standard techniques known for the most-played characters. Former champion Ken is generally considered to have invented the majority of the Marth metagame. As a result, every knowledgeable Marth player these days is in some way inspired by Ken.
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* ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' has developed a fairly extensive metagame, with standard techniques known for the most-played characters. Former champion Ken is generally considered to have invented the majority of the Marth metagame. As a result, every knowledgeable Marth player these days is in some way inspired by Ken.
10th Jan '16 10:00:23 PM phoenix
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* [[TheBeautifulGame Association Football]]'s metagame has evolved massively, so much that even a cursory examination of the changes can result in long essays and even longer discussions.
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* [[TheBeautifulGame Association Football]]'s UsefulNotes/AssociationFootball's metagame has evolved massively, so much that even a cursory examination of the changes can result in long essays and even longer discussions.
2nd Jan '16 10:36:52 AM nombretomado
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** The war for Tribute was won (on the military side) by [[SomethingAwful Goonswarm's]] superior ability to leverage the time zones in which battles took place. Fighting on European time, Goonswarm and their allies (the Clusterfuck Coalition) were pre-eminent, and they later regained that advantage in US time (after they got their asses kicked to hell and back a few times), but [=NCDot=] fleets were unassailable in Australia's peak hours...so Goonswarm avoided fighting on AU time and fought on EU and US time. Incidentally, the whole war is rumored to have ''started'' [[LoveRuinsTheRealm because the CEO of NCDot US was sleeping with an enemy of the CFC]], and ended in part because the EU CEO hadn't been particularly interested in joining a messy and unprofitable war with the CFC in the first place, leading to the collapse of the alliance.
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** The war for Tribute was won (on the military side) by [[SomethingAwful [[Website/SomethingAwful Goonswarm's]] superior ability to leverage the time zones in which battles took place. Fighting on European time, Goonswarm and their allies (the Clusterfuck Coalition) were pre-eminent, and they later regained that advantage in US time (after they got their asses kicked to hell and back a few times), but [=NCDot=] fleets were unassailable in Australia's peak hours...so Goonswarm avoided fighting on AU time and fought on EU and US time. Incidentally, the whole war is rumored to have ''started'' [[LoveRuinsTheRealm because the CEO of NCDot US was sleeping with an enemy of the CFC]], and ended in part because the EU CEO hadn't been particularly interested in joining a messy and unprofitable war with the CFC in the first place, leading to the collapse of the alliance.
16th Dec '15 11:52:35 AM Morgenthaler
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Added namespaces.
* ''{{Go}}'', having existed for [[OlderThanFeudalism thousands of years]] with one of the simplest rulesets in the board-game world, is even more purely metagame. The rules of Go can be described in full in a few sentences: one player places black stones and one player places white stones on a board. When a group of stones is surrounded, it disappears. The player who surrounds the largest amount of board area at the end wins. Naively, one might assume that Go play consists of mostly of surrounding stones, but in fact this almost never happens. Because it is possible to arrange stones in a "living" shape, one that cannot be captured, advanced players tend not to waste their time actually surrounding each other's shapes. So do Go players spend the game trying to build living shapes? Not exactly. Because both players know how to build living shapes, advanced players don't waste precious time expanding shapes that they know are ''potentially'' alive... Go strategy becomes so complex and high-level that the basic mechanics of the game are unrecognizable. Professional games without time-limits are known to go on for ''months'' (playing about 6 hours a day, once per week) before their completion.
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* ''{{Go}}'', ''TabletopGame/{{Go}}'', having existed for [[OlderThanFeudalism thousands of years]] with one of the simplest rulesets in the board-game world, is even more purely metagame. The rules of Go can be described in full in a few sentences: one player places black stones and one player places white stones on a board. When a group of stones is surrounded, it disappears. The player who surrounds the largest amount of board area at the end wins. Naively, one might assume that Go play consists of mostly of surrounding stones, but in fact this almost never happens. Because it is possible to arrange stones in a "living" shape, one that cannot be captured, advanced players tend not to waste their time actually surrounding each other's shapes. So do Go players spend the game trying to build living shapes? Not exactly. Because both players know how to build living shapes, advanced players don't waste precious time expanding shapes that they know are ''potentially'' alive... Go strategy becomes so complex and high-level that the basic mechanics of the game are unrecognizable. Professional games without time-limits are known to go on for ''months'' (playing about 6 hours a day, once per week) before their completion.

* Anyone who's played TicketToRide knows how important the little two-train and three-train routes into Las Vegas can become, and experienced players will often fight over who nabs those routes on turns two and three. * {{Kingsburg}}, being a game about building up a small village using different tiered tech trees, has spawned a number of favoured meta-strategies. A favourite is ignoring military gains in favour of economy, then purchasing high point value religious and cultural holdings in the end game knowing that the highest-tiered one will inevitably be destroyed.
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* Anyone who's played TicketToRide ''TabletopGame/TicketToRide'' knows how important the little two-train and three-train routes into Las Vegas can become, and experienced players will often fight over who nabs those routes on turns two and three. * {{Kingsburg}}, ''TabletopGame/{{Kingsburg}}'', being a game about building up a small village using different tiered tech trees, has spawned a number of favoured meta-strategies. A favourite is ignoring military gains in favour of economy, then purchasing high point value religious and cultural holdings in the end game knowing that the highest-tiered one will inevitably be destroyed.
13th Nov '15 11:09:40 AM LuciaMoore
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** A good kind of metagaming is simply knowing what kind of game the players want to have and acting accordingly. Is the GM is a KillerDM, a serious roleplayer, or a relaxed MontyHaul enthusiast? Do the players want to be part of an epic saga of Good vs. Evil, or do they simply want to have fun by killing monsters and taking their stuff? Knowing the style of play ahead of time will guide your actions in-game and make the game more enjoyable for everyone.
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** Acting in a blatantly suicidal manner because the player is aware that it's "just a game" and the worst-case scenario (his or her character's death) isn't really a big deal. Since it's reasonable to assume that the ''character'' actually values their life, it's unlikely that they would treat their life like a game. ** A good kind of metagaming is simply knowing what kind of game the players want to have and acting accordingly. Is the GM is a KillerDM, a serious roleplayer, or a relaxed MontyHaul enthusiast? Do the players want to be part of an epic saga of Good vs. Evil, or do they simply want to have fun by killing monsters and taking their stuff? Knowing the style of play ahead of time will guide your actions in-game and make the game more enjoyable for everyone. Of course, one could argue that the GM is either incapable of metagaming (since he's effectively the "god" of his game world) or is required to metagame (for the same reason).
30th Oct '15 5:04:00 PM nombretomado
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* RagnarokOnline has a great many builds and metagame strategies, not just for PvP, but for the War of Emperium. Skilled players can interpret opponent's strategies, builds, and items, with only a minimum of contact on the battlefield. This also changes, sometimes drastically, on different custom servers. * The meta game for ''GuitarHero'' and ''RockBand'' mostly consists of the physical aspects of actually playing an instrument. This includes fingering and tapping (using both hands on fret buttons) for guitar and bass parts, and sticking for drums. Using Star Power/Overdrive appropriately is also a big factor in maximizing scores, and a lot of research goes into determining the best path for deploying it.
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* RagnarokOnline ''VideoGame/RagnarokOnline'' has a great many builds and metagame strategies, not just for PvP, [=PvP=], but for the War of Emperium. Skilled players can interpret opponent's strategies, builds, and items, with only a minimum of contact on the battlefield. This also changes, sometimes drastically, on different custom servers. * The meta game for ''GuitarHero'' ''VideoGame/GuitarHero'' and ''RockBand'' ''VideoGame/RockBand'' mostly consists of the physical aspects of actually playing an instrument. This includes fingering and tapping (using both hands on fret buttons) for guitar and bass parts, and sticking for drums. Using Star Power/Overdrive appropriately is also a big factor in maximizing scores, and a lot of research goes into determining the best path for deploying it.
17th Oct '15 6:56:25 PM FordPrefect
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** The rulebook tells the GM to deny players access to the rules so that they cannot metagame. At the same time, it tells players to read the rules and lie about it.
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** The rulebook tells the GM to deny players access to the rules so that they cannot metagame. At the same time, it tells players to read the rules and lie about it. (Openly metagaming, e.g. ''saying'' "I get a bonus for cover", is punished by the GM.)
17th Oct '15 6:55:42 PM FordPrefect
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** The rulebook tells the GM openly to deny players access to the rulebook so that they cannot metagame. At the same time, it tells players to read the entire rulebook and lie about it.
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** The rulebook tells the GM openly to deny players access to the rulebook rules so that they cannot metagame. At the same time, it tells players to read the entire rulebook rules and lie about it. it.
17th Oct '15 6:49:19 PM FordPrefect
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** Using knowledge of the rules or playbooks that are outside of the character's experience. For example, an novice adventurer immediately using fire during his first troll attack because the player has read the Monster Manual, not because the character knows their weaknesses. Properly, the player must make some sort of knowledge-based role for information that he hasn't experienced and isn't common knowledge.
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** Using knowledge of the rules or playbooks that are outside of the character's experience. For example, an a novice adventurer immediately using fire during his first troll attack because the player has read the Monster Manual, not because the character knows their weaknesses. Properly, the player must make some sort of knowledge-based role for information that he hasn't experienced and isn't common knowledge.
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