1 / 14

Metagames

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

victoria
Télécharger la présentation

Metagames

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Metagames Richard Garfield 2002. 6. 4 Han, Seung-hee

  2. Contents • Introduction • Categories of metagame • Case study – “Magic : the Gathering” • Summary

  3. 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

  4. 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

  5. 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

  6. 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

  7. What You Bring “TO” a Game • Game Resources • Strategic Preparation • Peripheral Game Resources • Reputation a game 1. bring to a game

  8. 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

  9. 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

  10. 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

  11. Case Study – “Magic: the Gathering” • Designed by Richard Garfield and produced by Wizards of the Coast(1993) • Trading card game, Collectible card game

  12. 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

  13. 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

  14. 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

More Related