History Main / Metagame

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.
17th Oct '17 5:54:35 PM CheeseDogX
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*** Sometimes, acting like you know you're playing a game ("I'm going to assume there's a way out of this DeathTrap, because the [=GM=] wouldn't stick me in an impossible situation") can be hard to avoid, but it's considered bad form to be obvious about it.
11th Sep '17 6:19:50 AM Sonofstranger
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** Again with the Spy, a lot of his more useful capabilities are unlocked once the player figures out how to use HitboxDissonance and server lag to their advantage, so they can predict when they get buggy [[FanNickname facestabs]], matador stabs, and stair/rampstabs.
30th May '17 6:44:47 PM MightyMonarch
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*** [[http://www.youtube.com/user/WQLFY SivHD]] is a player well-known for playing the game in entirely '''INSANE''' way from the point of view of metagaming... yet he beats crap out of anyone, anytime.

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*** [[http://www.youtube.com/user/WQLFY SivHD]] is a player well-known for playing the game in entirely '''INSANE''' way from the point of view of metagaming...metagaming,... yet he beats crap out of anyone, anytime. At least ar low or medium elo levels of play, that is.
27th May '17 2:40:16 PM DustSnitch
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* TabletopGame/{{Chess}} has a metagame, evolved over [[OlderThanSteam eons]] of play. One might say that the metagame ''is'' the game.
** If you have ever played in any organizationally-sanctioned tournament, held anywhere at all, at some point in your life, it is guaranteed that every move you made was dutifully logged via algebraic notation, and then almost certainly dissected down to [[SeriousBusiness numbingly exhaustive detail]], so as to understand every available nuance of both how you played then, and potentially will now.
** Gary Kasparovs' famous rematch versus Deep Blue in 1997 involved a curious metagame factor. In the first game, Deep Blue made a puzzling play that was really just a hole in its heuristics - it is only as good as its program. This threw Kasparov for a loop. In the second game, Deep Blue made a second error, which Kasparov did not see and cost him the game. Some of the reports basically amounted to Gary being unable to believe the machine could screw up so badly. He attributed the moves to deep insight and thought himself out of a draw, turning it to a loss.

to:

* TabletopGame/{{Chess}} has a metagame, evolved over [[OlderThanSteam eons]] of play. One might say that the metagame ''is'' the game.
**
game. If you have ever played in any organizationally-sanctioned tournament, held anywhere at all, at some point in your life, it is guaranteed that every move you made was dutifully logged via algebraic notation, and then almost certainly dissected down to [[SeriousBusiness numbingly exhaustive detail]], so as to understand every available nuance of both how you played then, and potentially will now.
**
now.\\\
Gary Kasparovs' famous rematch versus Deep Blue in 1997 involved a curious metagame factor. In the first game, Deep Blue made a puzzling play that was really just a hole in its heuristics - it is only as good as its program. This threw Kasparov for a loop. In the second game, Deep Blue made a second error, which Kasparov did not see and cost him the game. Some of the reports basically amounted to Gary being unable to believe the machine could screw up so badly. He attributed the moves to deep insight and thought himself out of a draw, turning it to a loss.
14th Apr '17 12:40:01 AM azul120
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* Phase 2: Where the game's obvious resources and strategies are well known and the players will start to get creative, usually leading to something that was not intended by the developers, including bugs (both [[GoodBadBug good]] and [[GameBreakingBug bad]]).

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* Phase 2: Where the game's obvious resources and strategies are well known and the players will start to get creative, usually leading to something that was not intended by the developers, including bugs (both [[GoodBadBug good]] {{good|BadBug}} and [[GameBreakingBug bad]]).



AIBreaker is a subtrope. Compare with MetaPlot. Contrast with AchievementsInIgnorance. See also TalkingThroughTechnique, when the Metagame is used to communicate without words; and how knowing the Metagame can lead to GameplayDerailment in videogames. Not to be confused with [[{{Literature.MetaGame}} the novel of the same name]].

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AIBreaker is a subtrope. Compare with MetaPlot. Contrast with AchievementsInIgnorance. See also TalkingThroughTechnique, when the Metagame is used to communicate without words; and how knowing the Metagame can lead to GameplayDerailment in videogames. Not to be confused with [[{{Literature.MetaGame}} [[Literature/MetaGame the novel of the same name]].



** Interestingly, when fiction shows a bad poker player the common portrayal is someone who focuses too much on the MetaGame, ignoring the actual game.

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** Interestingly, when fiction shows a bad poker player the common portrayal is someone who focuses too much on the MetaGame, metagame, ignoring the actual game.



* In the original ''VideoGame/GuildWars'' campaign, the player had to fight his own twin in a 'mirror match'. What made this battle especially difficult was that the 'mirror' was a true 'mirror', including possessing whatever skills the player had equipped at time. One novel MetaGame strategy was to load the character down with health-sacrifcing and 'damage reflection'-type skills, and make a 'suicide run' on the mirror boss. Since the mirror-double could only use the player's currently-equipped skills, it would literally 'attack itself to death' within seconds of the battle commencing.

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* In the original ''VideoGame/GuildWars'' campaign, the player had to fight his own twin in a 'mirror match'. What made this battle especially difficult was that the 'mirror' was a true 'mirror', including possessing whatever skills the player had equipped at time. One novel MetaGame metagame strategy was to load the character down with health-sacrifcing and 'damage reflection'-type skills, and make a 'suicide run' on the mirror boss. Since the mirror-double could only use the player's currently-equipped skills, it would literally 'attack itself to death' within seconds of the battle commencing.



* ''VideoGame/StreetFighterII'' and almost all 2D fighting games have only two things going in the screen at higher levels: MetaGame and {{Combos}}. Combos are a "safe" way to inflict decent damage, but decent players don't let themselves open for them, so most matches consist on both players trying to find an opening and dealing damage while not giving themselves away and losing, and this is where most of the metagame is found. For example, in mid-to-high-level matches, when the two characters are looking for openings at a very close range it's called "footsies", and it's not weird to see someone lose because he threw a crouching medium kick at the wrong range and got punished in the few frames of recovery it has by a well timed crouching roundhouse. There are [[http://wiki.shoryuken.com/Glossary glossaries]] full of words used every day in the fighting game community when discussing the metagame, and they all describe essential concepts. Most of the times, the basic strategy in 2D and 3D fighting games involves putting your opponent in a state of disadvantage (knockdown, frame disadvantage, plain fear of your pokes, etc) and use a "mixup", which your opponent will have to block/avoid correctly to avoid the damage and/or disadvantage it could inflict, but for example projectile characters can also take another approach and play a "keep-away" game, "chipping" their opponents to death while punishing their attempts to attack. There are thousands of different strategies (sometimes even more than one for each match-up), and thousands of counter-strategies, and all of them use ''metagame'' concepts like "zoning", "mindgames" and "pressure" to their fullest.

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* ''VideoGame/StreetFighterII'' and almost all 2D fighting games have only two things going in the screen at higher levels: MetaGame metagame and {{Combos}}. Combos are a "safe" way to inflict decent damage, but decent players don't let themselves open for them, so most matches consist on both players trying to find an opening and dealing damage while not giving themselves away and losing, and this is where most of the metagame is found. For example, in mid-to-high-level matches, when the two characters are looking for openings at a very close range it's called "footsies", and it's not weird to see someone lose because he threw a crouching medium kick at the wrong range and got punished in the few frames of recovery it has by a well timed crouching roundhouse. There are [[http://wiki.shoryuken.com/Glossary glossaries]] full of words used every day in the fighting game community when discussing the metagame, and they all describe essential concepts. Most of the times, the basic strategy in 2D and 3D fighting games involves putting your opponent in a state of disadvantage (knockdown, frame disadvantage, plain fear of your pokes, etc) and use a "mixup", which your opponent will have to block/avoid correctly to avoid the damage and/or disadvantage it could inflict, but for example projectile characters can also take another approach and play a "keep-away" game, "chipping" their opponents to death while punishing their attempts to attack. There are thousands of different strategies (sometimes even more than one for each match-up), and thousands of counter-strategies, and all of them use ''metagame'' concepts like "zoning", "mindgames" and "pressure" to their fullest.
13th Apr '17 11:40:05 AM Willbyr
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* ''{{Pokemon}},'' being a multiplayer battling game, has also developed an extensive metagame, becoming more popular as connectivity expanded. Tournaments are heavily influenced by the metagame, to the point where certain creatures with great stats or moves are considered nigh-unplayable because of the environment of the time.

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* ''{{Pokemon}},'' ''Franchise/{{Pokemon}},'' being a multiplayer battling game, has also developed an extensive metagame, becoming more popular as connectivity expanded. Tournaments are heavily influenced by the metagame, to the point where certain creatures with great stats or moves are considered nigh-unplayable because of the environment of the time.
7th Apr '17 3:42:30 PM nombretomado
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* A combination of psychology and statistics go into the metagame behind {{Poker}}, especially in the popular variation of Texas Hold 'Em. The film ''Film/CasinoRoyale2006'' shows a lot of the strategy of reading your opponents and playing statistics, and playing your opponent based on your knowledge that they too known the psychology and statistics. There are hundreds of books on the market available that are all about the metagame behind poker.

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* A combination of psychology and statistics go into the metagame behind {{Poker}}, TabletopGame/{{Poker}}, especially in the popular variation of Texas Hold 'Em. The film ''Film/CasinoRoyale2006'' shows a lot of the strategy of reading your opponents and playing statistics, and playing your opponent based on your knowledge that they too known the psychology and statistics. There are hundreds of books on the market available that are all about the metagame behind poker.
26th Mar '17 10:00:42 PM louisXVI
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* In RockPaperScissors, [[PoorPredictableRock most people throw Rock]], [[IKnowYouKnowIKnow unless they expect that you expect them]] to throw Rock. Also, players tend to throw the same move repeatedly.

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* In RockPaperScissors, [[PoorPredictableRock most people throw Rock]], [[IKnowYouKnowIKnow unless they expect that you expect them]] to throw Rock. Also, players tend to throw the same move repeatedly.repeatedly, because they believe that's not a "typical" thing to do.
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