Metagames and Ethics
A lot of people define the concept of the “metagame” differently, but the definition I run into most often is pretty close to “actions taken outside of normal defined gameplay that are driven by or the result of game rules, but not defined by those rules.”
So if you are deciding what cards to put in your CCG deck? Metagame. Sure which cards you CAN put in a deck are covered by rules, by actually choosing them and adding them to your deck is not defined, and you do that before you start playing the game itself with someone.
Choosing a feat to pick when you gain a character level and update between sessions? Metagame. Making props for your larp session? Metagame. Buying themed dice so your fireball looks cool because you have ten red-and-gold d6s? Still metagame.
But the definition I see most often can also cover actions that occur during the game. “Outside normal gameplay” doesn’t limit you to actions before or after the game, as long as they aren’t things controlled or referenced by game rules. And this can have expectation clashes. I have never had anyone get morally upset if I bluff in poker, but I’d expect everyone to be pissed if I used loaded dice in an rpg. But what is and isn’t acceptable isn’t always universally clear to players.
In the 1990s I played a game with some boardgame enthusiast friends that features a Bell, Book, and Candle (it was not Betrayal at House on the Hill, but I don’t recall the name). EDIT: It MAY have been Castle of Magic, though I am not certain of this.
It was the first time playing the game for all of us. Each player has a goal card, which outlines your victory conditions. You could have the candle lit or unlit, the bell rung or unrung, the book open or closed, and some other specific things could factor into it (are you out of cards, in anyone in their starting space on the board, and so on). If the exact combination of things your victory card says occurred, you won. Now many of these elements you had to just wait for, but everyone had some control over the bell, book, and candle. That meant if you moved for the book to be open, someone else could decide that meant having it open was on your victory card, and move to close it. Of course if they ALSO needed it open…
So obviously a big part of the game was figuring out other people’s victory conditions, while simultaneously concealing your own. Hoard resources to make a big state change when it’s close enough to your victory condition that no one can stop you, or make changes apparently at a whim so no one thinks you are moving toward your actual condition.
Since it was friends playing, we often wheedled each other about making or not making changes, which was part of trying to guess others’ victory condition while concealing our own.
Then when we took a break a friend took me aside, and suggested we team up. He had, he claimed, guessed my needed bell book and candle states, and he needed the same. He suggested a specific order we work together to fix those, and then whichever one of us managed to get out other needed conditions met first would win.
I like cooperative games, and it seemed reasonable, so I agreed.
So we worked together to fix the bell in one state. Then we fixed the book in another.
And then he won because the candle was already where he needed it. He didn’t need the same states I did. He lied, to convince me to help, and got me to agree to do things in a specific order so he’d win before I could.
Now, he and I talked it out, and came to understand where we were coming from. To him, this was all part of the metagame of what we were playing. No different from Diplomacy, or bluffing in poker. Lying was part of his game strategy, and only acceptable because we were playing a game that highlighted deception. To me, it was not something the game explicitly called out, and thus a lie is a lie is a lie. (Though, confession time, part of my social anxiety includes preferring a rigid adherence to rules, because that makes it easier for me to understand how I am supposed to react in a group, and when I don’t I sometimes panic.)
I took this as an example of a place where expectation conflict caused an otherwise fun game experience to end on a sour note, and have tried hard to remember what we appear to be encouraging players to do in game material I have written, developed, or consulted on ever since.
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Posted on December 13, 2016, in Business of Games, Game Design, Musings, Retrospective and tagged Boardgames, Game Design, gaming, Geekery, Random Stuff, Slice of Life. Bookmark the permalink. Leave a comment.