Showing posts with label Metagame. Show all posts
Showing posts with label Metagame. Show all posts

Thursday, September 3, 2009

Tougher than diamonds, rich like cream

I mentioned earlier that I thought that Pokémon, especially in its newest incarnation, was an excellent game. Now I find I have to qualify that: In many ways it is an average game.

You schlep forth, in true RPG fashion, armed only with your hopes, your dreams, and a dude in a little red ball. You force this dude to fight against other dudes – progressively bigger and badder dudes – sometimes besting them by using moves, but other times simply by hitting them until they stop moving. Ultimately you best the baddest dude yet. Congratulations! Now you’re a bad enough dude to rescue the president!



Oh yes. A thousand times yes.

After your victory, you’re treated to a speech about why you were able to climb to such monumental heights. It’s explained that your power is powered by the most powerful power of all – the power of love. Not the love between a man and a woman, or indeed, like the love between a man and a fine Cuban cigar. No, the love between a man and the vicious critters he’s trained to fight. Nowhere is it mentioned that hitting your opponents until they stopped moving might also have been a deciding factor. Your victory, you are told, is all about the love.

Yes, this is the plot of every Pokémon game, but to be fair, it’s also the plot of roughly every shonen fighting manga ever conceived. All you have to do is replace the little red balls with tremendous swords or tremendous hair or even tremendous flavours, and you’re set. Considered in a vacuum, Pokémon is just another iteration of the same game people have been sleepwalking through over and over. This doesn’t make it bad. This makes it perfectly fine – just nothing to blog home about.

The rub, of course, is that it doesn’t exist in a vacuum. So, Pokémon may be an average game. But it is an excellent metagame.

A while back, I had mentioned I would be looking at the various ways in which games fold back upon themselves, or draw from some essential element of play. It strikes me that Pokémon is a perfect place to start, if only because a decade’s worth of popularity has transformed it from a simple game into a play phenomenon in its own right … a huking juggernaut of funtimes.


I’m interested in the ways in which our attitudes about games and gaming directly impact how we might navigate a game like Pokémon, and the ways in which these various styles of play intersect. Within a game so widely played, fueled by merchandizing blitzes, major promotional events, and a robust tournament scene, there may not be one sphere of metaplay, but several.

To wit: Pokémon is large. It contains multitudes.




Thank you, Walt Whitman, for your contentious poems about fighting electric mice.


I'll be looking at the instances of metaplay in the next few posts... hopefully without getting all meta on you. I'm not really inclined to just hit it with theory until it stops moving. Mostly, it'll be a labour of love. And as we all know, love is powerful, with a power more powerful than other powers. But what powers that power?




THE POWER OF LOVE.



- Rook

Monday, July 20, 2009

I Meta man with seven wives



I had the great opportunity to play a session of D&D this week, hosted by King. It was my first in several years, and my first experience with the 4th Edition of the rules. Playing in a new system was a pleasure in itself, and not only because of the many changes made since I set the game aside. It was oddly exhilarating to not know everything anymore.


There is a certain epistemological crisis to roleplaying: The more you do it, the more information you have that you are forced to suppress. Playing characters with independent intelligence and wisdom from your own means, to some extent, having to fake it. You begin as a novice player roleplaying that he has a clue what’s going on, and end up as an experienced player roleplaying that he doesn’t.

This type of metagaming lends itself to some pretty absurd scenarios, of course. Sometimes common knowledge blends into play knowledge, until everything turns into an Abbott and Costello routine.


DM: All right, so you enter the tomb. There’s a fancily dressed pale guy, with two really sharp teeth.

PLAYER 1: Oh no! A vampire!

DM: You don’t know what a vampire is.

PLAYER 1: I mean, Oh no! A pale guy!

PLAYER 2: Wait, we live in a world where vampires are real, and we don’t know one when we see one?

PLAYER 3: I show it my holy symbol. Does it hiss?

PLAYER 2: No, that doesn’t work. You have to impale it. Or expose it to the sun.

DM: You don’t know that.

PLAYER 1: But I thought when you expose vampires to the sun they just twinkled like diamonds.

PLAYER 3: Okay, but I show my holy symbol. Does it hiss?

DM: Sure. Yeah. It hisses.

PLAYER 1: Oh no! The pale guy is hissing!



It’s for this exact reason that every vampire movie starts with a speech explaining why everything you know about vampires is wrong.


“Forget what you know about vampires. Now remember half of it again. That’s the true half.”

In these cases, metagaming is something recursive and reflexive, the unavoidable baggage of prolonged play-pretend. As a function of the game, is self-defeating: if a fantasy space is defined by the wonder of difference, once the fantasy becomes the function normal, it ceases to be different.

Recently I talked a friend of mine and longtime gamer about his playing of MMOGs. He had been playing World of Warcraft for several years, and had risen through the ranks to becoming the top raid leader in his server. I asked him if he still got any enjoyment out of the game.

He thought about it, and said, “I guess so. But I’d give anything to be a noob again.”

But is metagame inevitably self-defeating? In the days and weeks to come, I’ll be looking at ways in which our inevitable metagame experience changes and accentuates play experiences. From platformer games about platform gaming to violent videogames about videogame violence, we have begun to see a new breed of games that deliberately engage player knowledge of genre. There are games that know they’re games, games that are played by changing the rules, and games where the only way to win is not to play.



Thanks, Ferris Bueller. Thanks for thermonuclear war.


It’s a lot to chew on, but I’m game. Are you?



- Rook