In particular, metagaming often refers to having an in-game character act on knowledge that the player has access to but the character should not. In role-playing games, metagaming is a term often used to describe players' use of assumed characteristics of the game. Main article: Metagaming (role-playing games)
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An example of this would be in StarCraft where a player's previous matches with the same opponent have given them insight into that player's playstyle and may cause them to make certain decisions which would otherwise seem inferior. The definitions of this term are varied but can include "pre-game" theory, behavior prediction, or " ad hoc strategy" depending on the game being played.
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Recently the term metagame has come to be used by PC Gaming shoutcasters to describe an emergent methodology that is a subset of the basic strategy necessary to play the game at a high level.
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The metagame may also come within player communities as reactions to win over currently-popular strategies, creating ebbs and flows of strategy types over time. The metagame in these environments is often affected by new elements added by the game's developers and publishers, such as new card expansions in card games, or adjustments to character abilities in online games. In some games, such as Heroes of the Storm, each battleground has a different metagame. Some examples of this kind of environment are tournament scenes for tabletop or computer collectible card games like Magic: The Gathering, Gwent: The Witcher Card Game or Hearthstone, tabletop war-gaming such as Warhammer 40,000 and Flames of War, or team-based multiplayer online games such as Star Conflict, Dota 2, League of Legends, and Team Fortress 2. This usage is common in games that have large, organized play systems or tournament circuits and which feature customized decks of cards, sets of miniatures or other playing pieces for each player. Stephanie Boluk and Patrick Lemieux extend and refine Garfield's term to apply to potentially all forms of play and gaming, arguing that video games in particular are not "games" but rather "equipment for making metagames." In games Adaptation to a specific gaming environment Īnother game-related use of the term "metagaming" refers to operation on knowledge of the current strategic trends within a game. In a 2000 talk at the Game Developers Conference, Garfield expanded on this, defining "metagame" as "how a game interfaces beyond itself", and asserted that this can include "what you bring to a game, what you take away from a game, what happens between games, what happens during a game". The term gained more recent use towards game design by Richard Garfield, the creator of Magic: The Gathering in a column he wrote for The Duelist in 1995. In 1967, the word appeared in a study by Russell Lincoln Ackoff and in the Bulletin of the Operations Research Society of America.
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It is claimed that the first known use of the term was in Nigel Howard's book Paradoxes of Rationality: Theory of Metagames and Political Behavior published in 1971, where Howard used the term in his analysis of the Cold War political landscape using a variation of the Prisoner's Dilemma., however Howard used the term in Metagame Analysis in Political Problems published in 1966.
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The word can be found being used in the context of playing zero-sum games in a publication by the Mental Health Research Institute in 1956. The origin of the idea of metagames originally came from the game theory field, with ideas first published in the groundbreaking Theory of Games and Economic Behavior by John von Neumann and Oskar Morgenstern in 1944, though the term itself was not originally used in that work.