History Main / MetaGame

2nd Jun '18 10:02:43 AM ZombieAladdin
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* ''[[TabletopGame/{{Pokemon}} The Pokémon Trading Card Game]]'', like many other such card games, soon focused on sheer speed, as its mechanics use an UnstableEquilibrium system that can cause an early advantage to easily become insurmountable later on. The earliest way of speeding things up was filling your deck with as many Trainer (later called Item, Supporter, Tool, and Stadium) cards as possible, with minimal Energy cards and Pokémon cards, in contrary to the game's original intent and the pre-constructed decks that people are encouraged to begin with. Particularly valued are cards that let you draw more cards and cards that let you search for other cards, regardless of their downsides--an early such example is Professor Oak, in which you ''discard your entire hand'' and draw 7 cards, which was considered worth it to get to the cards you needed. This emphasis on Trainer cards also meant that Pokémon with low Energy requirements were valued, even over Pokémon that could deal more damage but with more Energy. Starting around [[VideoGame/PokemonRubyAndSapphire Generation III]] were Energy accelerators, Pokémon that could search for and attach Energy cards, which caused a trend toward more Energy cards and higher-Energy attacks. [[VideoGame/PokemonDiamondAndPearl Generation IV]] then introduced Pokémon-SP, none of whom needed to evolve (and thus could function as a single card in the deck, as opposed to Pokémon that evolve, who need at least 1 card for each stage of evolution) and could power up using Trainer cards, which shifted it back toward low-Pokémon, very high-Trainer decks. The card designers are aware of this, however, and have successfully made popular not only Energy-intensive decks via Energy accelerators, but Pokémon-intensive decks through mechanics introduced in later generations like Pokémon Lv. X, Pokémon-EX, and Pokémon BREAK cards that use up more Pokémon cards in a deck but are incredibly powerful.



** Game Freak seems to have shown an ambiguous level of awareness and support for the metagame over the years. On one hand, they introduced the Battle Frontier and the extremely useful EV-adjusting berries in Emerald, but then they introduced Team Preview for Wi-Fi battles in Black and White, which revealed each player's team to their opponent and vice versa, thus destroying many strategies that depended on the element of surprise.

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** Game Freak seems to have shown an ambiguous level of awareness and support for the metagame over the years. On one hand, they introduced the Battle Frontier and the extremely useful EV-adjusting berries in Emerald, but then they introduced Team Preview for Wi-Fi battles in Black and White, which revealed each player's team to their opponent and vice versa, thus destroying many strategies that depended on the element of surprise. On the other hand, this is also a source of further mind games (and it was [[OlderThanTheyThink introduced the previous generation]], but on ''VideoGame/PokemonBattleRevolution'').
2nd Jun '18 9:44:34 AM ZombieAladdin
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* ''Series/BattleBots'' has experienced a trend in which bots are more likely to be built as flat as possible. Though there was an early precedent in Biohazard, whose default state is only 4 inches tall (and is still the flattest heavyweight competitor to this day), later robots were built very flat and achieved success like Huggy Bear, Megabyte, Zion, Bite Force, and Minotaur (also known as Touro) that the competition now focuses on weapons that can strike as close to the ground as possible. The benefits of flat robots are that they have a very low center of gravity and are thus difficult to flip upside-down (which created its own metagame, the self-righting mechanism, for bots that cannot function upside-down), and they can stay out of reach of weapons that attack higher up. Due to this tendency toward flattening the bots, the 2018 competition introduced HUGE, which went in the opposite direction, with two very large wheels, a main body suspended high up between them, and a vertical spinning bar in the middle as its weapon. As most of the bots in this competition have weapons designed to strike low, they cannot hit HUGE's main body, only the bottoms of its wheels and that spinning bar, the latter of which will get its opponents bludgeoned. HUGE won a decisive victory over [=SubZero=] in its introductory match, as [=SubZero=] was unable to attack it at all. This tendency toward flatter bots is not as pronounced in its British cousin ''Series/RobotWars'', however, though every smart builder in ''Robot Wars'' knows that any weapon that cannot strike low will be useless there too.
** The aforementioned flipping upside-down also created its own mechanic, the self-righting mechanism, abbreviated to "srimech" among fans. Early strategies in both ''[=BattleBots=]'' and ''Robot Wars'' involved flipping opponents over, either through impacts at an angle, wedges, or pneumatically-powered flipping arms designed for precisely this purpose. So many robots were turned upside-down [[HelpImStuck and rendered completely helpless]] that, in anticipation of this happening, numerous bot-builders soon installed in various means of getting their robots back upright after being turned upside-down, ranging from flipping arms and panels of their own, angled rods on spinners to tip them back over via centrifugal force, swinging axes and hammers strong enough to push the body back to normal, to arc-shaped metal cages so they can roll back upright on their own. Since there is a weight limit to these bots, installing a srimech onto a robot means a sacrifice to its speed, power, or defense, but getting overturned is so common that most consider it worth installing.
18th Mar '18 5:41:04 PM Vilui
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*** The first true 'formation' where a balance between attack and defence was achieved was the 2-3-5 in the 1880's, with 5 forwards, 3 'halfbacks' (which would be called midfielders in modern times) and two fullbacks (who would be central defenders). The 3 halfbacks would watch the middle three forwards of the opposition, and the two fullbacks would watch the two wide forwards. The central halfback was responsible for organising the defence and attack for his team.
*** The "WM" formation (described as a 3-2-2-3) of the 1920's was a reaction to a change in the offside rule, which meant it was less effective to have 5 forwards at the top of the attack.
*** The introduction of the 4-2-4 in the 1950's was the catalyst for the almost complete domination of football formations since by a defensive block comprising of the goalkeeper, two fullbacks and two central defenders.
*** The 4-4-2 formation was dominant during the 90's and early 2000's, with three flat lines comprised of four defenders, four midfielders (two of which being wingers who roam the flanks) and two strikers (often a big man and short man combination) this became the default for many teams and became synonymous with English football, becoming the title of a popular magazine, as well as being referenced in the film Film/MikeBassettEnglandManager, who after trying & failing to come to grips with deliberately exaggerated modern formations, simply says that "England will be playing four four fucking two" and storms out of a press conference.
*** The death of the 4-4-2 as the standard football formation was complete by the early 2000's after inventive teams began to play formations with one striker removed in favour of another central midfielder. With supply choked by a defensive midfielder being protected by two other central defenders or a single attacking midfielder exploiting the space between the central defenders & central midfielders, teams were finding it very hard to retain the ball and thus found it hard to score.

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*** The first true 'formation' where a balance between attack and defence was achieved was the 2-3-5 in the 1880's, 1880s, with 5 forwards, 3 'halfbacks' (which would be called midfielders in modern times) and two fullbacks (who would be central defenders). The 3 halfbacks would watch the middle three forwards of the opposition, and the two fullbacks would watch the two wide forwards. The central halfback was responsible for organising the defence and attack for his team.
*** The "WM" formation (described as a 3-2-2-3) of the 1920's 1920s was a reaction to a change in the offside rule, which meant it was less effective to have 5 forwards at the top of the attack.
*** The introduction of the 4-2-4 in the 1950's 1950s was the catalyst for the almost complete domination of football formations since by a defensive block comprising of the goalkeeper, two fullbacks and two central defenders.
*** The 4-4-2 formation was dominant during the 90's 90s and early 2000's, 2000s, with three flat lines comprised of comprising four defenders, four midfielders (two of which being wingers who roam the flanks) and two strikers (often a big man and short man combination) this became the default for many teams and became synonymous with English football, becoming the title of a popular magazine, as well as being referenced in the film Film/MikeBassettEnglandManager, who after trying & failing to come to grips with deliberately exaggerated modern formations, simply says that "England will be playing four four fucking two" and storms out of a press conference.
*** The death of the 4-4-2 as the standard football formation was complete by the early 2000's 2000s after inventive teams began to play formations with one striker removed in favour of another central midfielder. With supply choked by a defensive midfielder being protected by two other central defenders or a single attacking midfielder exploiting the space between the central defenders & central midfielders, teams were finding it very hard to retain the ball and thus found it hard to score.



** One constant of the 40k meta-game generally revolves around what the most powerful codex is against the Space Marines. [[CreatorsPet Space Marine]] armies comprise of the majority of tournament armies because they are the most common army type and are never too far away from the top tier armies, the basic meta-game revolves around either making the strongest possible Space Marine army, making the strongest possible anti-Space Marine army, or [[TakeAThirdOption Taking The Third Option]] and building the strongest army against whatever is the major anti-Space Marine army, and hoping you get more of the anti-Space Marine armies, giving you the advantage because you are built to fight them, and they are built to fight Space Marines. Tournaments have been won by the taking of the third option simply by luck of the draw.

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** One constant of the 40k meta-game generally revolves around what the most powerful codex is against the Space Marines. [[CreatorsPet Space Marine]] armies comprise of the majority of tournament armies because they are the most common army type and are never too far away from the top tier armies, the basic meta-game revolves around either making the strongest possible Space Marine army, making the strongest possible anti-Space Marine army, or [[TakeAThirdOption Taking The Third Option]] and building the strongest army against whatever is the major anti-Space Marine army, and hoping you get more of the anti-Space Marine armies, giving you the advantage because you are built to fight them, and they are built to fight Space Marines. Tournaments have been won by the taking of the third option simply by luck of the draw.
11th Mar '18 3:57:37 AM mack
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*** The massively reworked 8th edition turned the metagame towards so called "soup" forces where instead of singular army types (ie, Space Mariners or Imperial Guard or Sisters of Battle), players could mix them all into separate detachments for maximum effectiveness. An example is that you could take multiple special characters (from different sub-factions) for buffs & re-rolls, and mix them with Imperial Guard units for board control and sheer numbers, while also taking the most effective combat units from heavier forces like Space Marines. Changes to turn order, weapon wounding & armour piercing effects as well as vehicles being changed to just have a regular statline instead of unique armour facings also heavily damaged the viability of strategies for certain factions like Orks, who now have "vehicles" that get blown off the board by first turn alpha strikes forcing them into infantry heavy armies that are boring to play with and against.
8th Feb '18 7:07:36 PM nombretomado
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*** And there was politics. Honest to god ''politics.'' The meta game was very very complicated, which was a big part of its decline and eventual demise until it was revived as ''[[NexusWar Nexus Clash]]'', which has been re-growing the same level of meta game complexity ever since.

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*** And there was politics. Honest to god ''politics.'' The meta game was very very complicated, which was a big part of its decline and eventual demise until it was revived as ''[[NexusWar Nexus Clash]]'', ''VideoGame/NexusClash'', which has been re-growing the same level of meta game complexity ever since.
30th Jan '18 5:38:04 AM Cryoclaste
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* Extensive knowledge of the metagame is essential in ''WorldOfWarcraft'' and many other [[MassivelyMultiplayerOnlineRolePlayingGame MMOs]]. Particularly in "raids" where large groups of players must work together to defeat a boss or complete a task, the group leader must know exactly how many players of each class to have, what equipment they should be wearing, and where and what they should be doing at each stage of the battle. This is less necessary in games where the classes are more flexible, such as ''VideoGame/CityOfHeroes''.

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* Extensive knowledge of the metagame is essential in ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' and many other [[MassivelyMultiplayerOnlineRolePlayingGame MMOs]]. Particularly in "raids" where large groups of players must work together to defeat a boss or complete a task, the group leader must know exactly how many players of each class to have, what equipment they should be wearing, and where and what they should be doing at each stage of the battle. This is less necessary in games where the classes are more flexible, such as ''VideoGame/CityOfHeroes''.
18th Jan '18 2:33:36 PM eroock
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-->--''[[http://www.youtube.com/watch?v=CquP3VGCeEE ESPN Sunday Night Baseball Commercial - Carlos Beltran]]''

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-->--''[[http://www.-->-- ''[[http://www.youtube.com/watch?v=CquP3VGCeEE ESPN Sunday Night Baseball Commercial - Carlos Beltran]]''
6th Jan '18 9:40:56 PM nombretomado
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* ''{{Jeopardy}}'' has recently experienced a shift in its metagame, due to the work of Arthur Chu. Arthur has perfected a way of playing the game that involves hunting for the Daily Doubles by clearing out the bottom three rows (the ones which are usually the hardest and where the Daily Doubles usually are). When he does find them, he always attempts to answer them even if he doesn't know the answer to block other contestants from answering that Daily Double.

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* ''{{Jeopardy}}'' ''Series/{{Jeopardy}}'' has recently experienced a shift in its metagame, due to the work of Arthur Chu. Arthur has perfected a way of playing the game that involves hunting for the Daily Doubles by clearing out the bottom three rows (the ones which are usually the hardest and where the Daily Doubles usually are). When he does find them, he always attempts to answer them even if he doesn't know the answer to block other contestants from answering that Daily Double.
7th Dec '17 5:52:56 PM nombretomado
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* One of the issues that "higher-level" ''DefenseOfTheAncients'' players in clans have with "pub" players, those that wander into spontaneous Battle.Net sessions, is that, while each player may have a certain theoretical knowledge of the strategies meant for each Hero, in practice these players rarely will coordinate to choose a lineup of Heroes that synergise well, lowering the effectiveness of the team. In addition, a certain amount of psychology and "mindgaming" is a tool that enables some players to outfight their enemies even when the odds are against them.

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* One of the issues that "higher-level" ''DefenseOfTheAncients'' ''VideoGame/DefenseOfTheAncients'' players in clans have with "pub" players, those that wander into spontaneous Battle.Net sessions, is that, while each player may have a certain theoretical knowledge of the strategies meant for each Hero, in practice these players rarely will coordinate to choose a lineup of Heroes that synergise well, lowering the effectiveness of the team. In addition, a certain amount of psychology and "mindgaming" is a tool that enables some players to outfight their enemies even when the odds are against them.
21st Nov '17 10:50:50 AM IlGreven
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** In fact, this tactic resulted in the "Disgrace of Gijon" at the 1982 World Cup, when, after getting a result that assured both teams would progress to the next round (as the only other team that could have advanced at that point had already played), Austria and West Germany basically just kicked the ball around for 80 minutes. FIFA closed this hole in the metagame by mandating that all final matches in group play in the World Cup and qualifying be played at the same time; most leagues and tournaments around the world mandate likewise for their final days.
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