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Metagames as Viral Loops

MtG: My Pride-n-Joys by AuE on Flickr

‘Metagames’Richard Garfield’s presentation for the 2000 Game Developers Conferenceis in today’s links, but I think it deserves a bit more attention than that. Here are some quotes from the document that stood out for me.1

What a metagame is:

“My definition of metagame is broad. It is how a game interfaces with life.”

In other words, metagame design is contextual. It forces you to think about when, where, how and by who your game will be played.

Why metagame design has not been getting as much attention as game design itself:

“…the majority of a game’s metagame is probably unalterable by game designer or publisher.”

So, metagame design is a second order design problem. Designers can only indirectly influence how metagames play out. They facilitate it, but do not direct it.

Garfield divides metagames in four broad categories:

Where “game” should be understood as a single play session of a game.

Garfield has interesting things to say about all these categories, and I recommend reading the article in full, but I’d like to zoom in on one bit mentioned under “from”:

“It is worth noting that many things listed have a ‘circular’ value to the player.”

Getting something from a game that you can bring with you again to a game makes you care more and more about the game itself. One clear example of how metagames are a helpful concept for making a game more self-sustaining.

Better yet, the ‘stuff’ that players get from a game play session can be shared or passed on to others. In this manner, the metagame becomes a viral loop.2

  1. Richard Garfield is the designer of the CCG Magic: The Gathering. []
  2. Via Matt Webb. []

Related posts:

  1. Designing a Mobile Social Gaming Experience for Gen-C
  2. Learning About Emergence From Games
  3. Summary of My Playful IAs Argument


6 Comments

links from Technoratiof metagame is broad. It is how a game interfaces with life.” In other words, metagame design is contextual. It forces you to think about when, where, how and by who your game will be played. Why metagame design has not been gettin Read it allhere

Posted by Latest Auctions - Magic the Gathering | MTG Online | Booster boxes | Decks | Cards: Spel Domein on 4 March 2008 @ 9am

Kramer auto Pingback

[...] your pride-n-joys as an illustration for a blog post. Thanks for CC’ing it! Posted 20 hours ago. ( permalink [...]

Posted by MtG: My Pride-n-Joys on Flickr - Photo Sharing! on 5 March 2008 @ 10am

interesting stuff… the link to the paper has changed, it’s now here: http://www.gamasutra.com/gdcarchive/2000/garfield.doc

Posted by bernard on 30 June 2010 @ 6pm

Cool, thanks for finding that link. I’ve updated the post.

Posted by Kars on 30 June 2010 @ 7pm

Kramer auto Pingback

[...] the word metagame, although it is what people will usually mean. Sirlin, Richard Garfield – in his "Metagames" paper and an article from the Duelist – explain metagames in detail. If you want a more TL;DR-approach to [...]

Posted by CW 10/27:WCG Wrap-up on 28 October 2010 @ 9pm

[...] game and take them from the game. Magic: The Gathering’s designer Richard Garfield calls this the metagame. Magic games include stakes in the form of cards and those are quite real. They represent cash [...]

Posted by Slides and notes for ‘Fevered’ at Mob Fest: Thinking Mobile – Hubbub on 30 March 2011 @ 8am