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:

  • What you bring to a game
  • What you take away from a game
  • What happens between games
  • What happens during a game

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. []

Designing a mobile social gaming experience for Gen-C

Update 21-03-2008: I’ve added some images of slides to allow for some more context when reading the text.

This is a rough transcript of my lecture at GDC Mobile 2008. In short: I first briefly introduce the concept of experience design and systems and then show how this influences my views of mobile casual games. From there I discuss the relation of casual games with the trend Generation C. Wrapping up, I give an overview of some social design frameworks for the web that are equally applicable to mobile social gaming. As a bonus I give some thoughts on mobile game systems mobile metagames. The talk is illustrated throughout with a case study of Playyoo—a mobile games community I helped design.

  • I’ve included a slightly adjusted version of the original slides—several screenshot sequences of Playyoo have been taken out for file size reasons.
  • If you absolutely must have audio, I’m told you will be able to purchase (!) a recording from GDC Radio sometime soon.
  • I’d like to thank everyone who came up to me afterwards for conversation. I appreciate the feedback I got from you.
  • Several aspects of Playyoo that I use as examples (such as the game stream) were already in place before I was contracted. Credits for many design aspects of Playyoo go to David Mantripp, Playyoo’s chief architect.
  • And finally, the views expressed here are in many ways an amalgamation of work by others. Where possible I’ve given credit in the talk and otherwise linked to related resources.

That’s all the notes and disclaimers out of the way, read on for the juice (but be warned, this is pretty long).

Continue reading Designing a mobile social gaming experience for Gen-C