

When Videogames Know They're Videogames 150
An anonymous reader writes "In 'I Never Metagame I Didn't Like', AllRPG.com goes into a discussion of metagaming - what it is and some games which feature it. The piece explains: 'Metagames show awareness of their nature as games. These games ignore all pretense of being a representation of a reality--rather, they know that they're polygons on a screen', and goes on to reference titles such as Earthbound and Metal Gear Solid as examples." Are there other examples of titles which address the player in this awfully postmodern way?
Metagaming? (Score:1, Redundant)
"Metagaming" sounds like playing a game of characters playing a game (Remember the special opening movie on Summoner?)
Re:Metagaming? (Score:2, Insightful)
Re:Metagaming? (Score:2)
Tossing-Off to the audience.... (Score:2)
It's very similar to when a character in a movie will look at the camera and toss off a one-liner to the audience.
Well I would have thought that means an 'Aside' but surely you'd get in trouble if you tossed-off to the audience.
Re:Metagaming? (Score:2)
Re:Metagaming? (Score:2)
For instance, if the DM asks everyone to roll a d20, without telling them what it's for, and the party wizard then casts detect magic, that's metagaming.
Disagree. (Score:5, Insightful)
Little moments of that sort of third-wall breaking can be good to relieve the monotony, however. I particularly like the little voice that harangues you whenever you pause in Viewtiful Joe ("OK, is it number one, or number two?")
Re:Disagree. (Score:5, Interesting)
Re:Disagree. (Score:2)
Re:Disagree (about 3rd wall) (Score:1)
Re:Disagree (about 3rd wall) (Score:3, Funny)
OK, so they're in 3D... will you settle for the 3-and-halfth wall?
Re:Disagree. (Score:1, Redundant)
You mean the fourth wall.
Most (in)famous example of breaking the 3rd wall (Score:5, Insightful)
I personally think it was done as a collaboration with Sega to sell more controllers. There's only so many times you can throw one of those into a television before one or the other breaks.
Re:Most (in)famous example of breaking the 3rd wal (Score:5, Informative)
The only way I figured out what you had to do was because I went through the game to that poitn so many times that I just got fed up and hit "reset" to get to play it again faster. I hit reset and learned that, no, that button isn't hard-wired, it's actually software controlled! Boy was I angry, and at the same time, horribly amused.. To think, I'd spent hours looking around on the SCREEN for a reset button!
To date I haven't found an emulator that correctly emulates the Reset button to play this game correctly....
Re:Most (in)famous example of breaking the 3rd wal (Score:4, Funny)
Fourth wall (Score:5, Informative)
Re:Disagree. (Score:2)
lucas & sierra & etc..
Re:Omikron : The Nomad Soul (Score:2)
This author is a bit too late (Score:5, Interesting)
Metagames exist in every game. This term has been coined long before this author thought it up, but really he's just talking about particular games' self awareness (to which the term Metagame does not apply).
A Metagame is the game that goes on in the players mind, when *they* step past the suspension of disbelief to tackle the actual game mechanics, and not the fantasy scenarios involved.
A good example of this would be a First Person Shooter. The "game" is where you, as John Doe Mercenary must blow your way past the Evil Terrorist Organization, using all available weaponry to eliminate your foes and survive.
The "Metagame" in this example is really how quickly and acurrately you can move the mouse and click while using the arrow keys to avoid incoming hits. That is the *true* challenge of the game; hence: "metagame".
I think this author should read up a bit on common game design theories and philosophy before tackling another subject like this. All he's really doing is trying to coin a term that has been in common use in the game design field for several years.
Re:This author is a bit too late (Score:1)
Re:This author is a bit too late (Score:2)
Does anyone have any cites for that?
I don't think "metagame" is the appropriate term for what you said or for the main thrust of the article; only the article's example, of say, the characters in the game playing a game themselves meets the usual definition. The article is mostly talking about breaking the 4th wall (which seems about as good a term as any...dumbest example I konw of is yo
Re:This author is a bit too late (Score:2)
Sure. Do a Google search for "metagaming". The term has been used since at least the 80s by pen and paper RPGers. You can find it all over the web in FAQs on LARPs, video game walkthrough guide sites and essays on the nature of gaming.
Dear lhord - not difficult to find cites; you're buried under them with a simple visit to Google.
--
Evan
Re:This author is a bit too late (Score:2)
Re:This author is a bit too late (Score:2, Informative)
Salen, K. & Zimmerman, E. Rules of Play: Game Design Fundamentals, Cambridge, MA: MIT Press, Chap. 28
Those authors also reference an essay called "Metagames," by one Richard Garfield, in Horsemen of the Apocalypse: Essays on roleplaying, London:Jolly Roger Games, 2000
Re:This author is a bit too late (Score:5, Interesting)
Metagaming can also be used to refer to the interactions of the players around the game. Like playing a game as part of a bar bet. The bet is the metagame. While I don't have a source document handy, I'm fairly sure that this is common usage in the game design community -- I've read this in multiple places.
The prefix meta- is often vague due to the sheer number of situations to which it can be applied. I'm willing to let the author make his point, which I think is insightful, without tearing him down over the use or misuse of a term.
Re:This author is a bit too late (Score:2)
Actually, since it determines if you win or lose the "primary" game, in a rock-scissors-paper kind of way, it could be argued that it is actually part of it.
I don't know if that would be argued *by me*, though. It's 4 in the morning as I write this and I'm not entirely sure I exist right now.
Re:This author is a bit too late (Score:2)
Meta-reviews (Score:3, Funny)
I never could get far in Metal Gear Solid... (Score:2, Funny)
... because I have a copied version of the game, you insensitive clod!
Well there's LucasArts (Score:5, Informative)
Does that count?
Re:Well there's LucasArts (Score:1)
Re:Well there's LucasArts (Score:1)
Re:Well there's LucasArts (Score:2)
Re:Well there's LucasArts (Score:2)
Re:Well there's LucasArts (Score:3, Informative)
Author is on crack! (Score:3, Insightful)
Question (Score:2)
.hack (Score:3, Insightful)
Sounds JUST ABSOLUTELY THRILLING to me.
Re:.hack (Score:5, Interesting)
In
It is the best combination of storyline, multiple media (anime and gaming - there are magna I don't have), and so many other concepts such as game levels, philosophy (what is reality anyway?), identity on the net vs. IRL, escapism, creating a better life for yourself IRL via online, etc. I've ever experienced. (Plus the music is excellent, so the OSTs are definitey worth listening to). I have 2 more games to play, but I've taken a break at the request of my family so they know I'm still alive myself. My
The best site I've found to sort this all out (and it took me a while myself) is
It is the best gaming experience I've had, and I've given (some might say lost) about 1/4 of my waking hours to video games, and the best video experience I've watched. It is also a great example of going way beyone the barriers of traditional game "walls", as you are forced to think on more that just the level of one player, one controller, one identity. The concept of playing a simulated MMORPG alone breaks that barrier well. You interact with other characters that have not only in-game personas, but converse with you about their IRL issues and talk to you as if you were conversing with them IRL. You play Kite, who is an 8th grader IRL, and has his own interests, and friends (he knows Orca IRL). The twins in
Re:.hack (Score:2)
I might have considered buying and playing the games if the cartoon show on Cartoon Network wasn't so GOD DAMNED BORING!
The show consists of about 13 confusingly named and non-distinct characters TALKING to each other in front of various wacky-looking backgrounds. Sure it looks at first glance like it has high production values until you realize there's hardly any animation... usually the camera pulls far enough away, or is at a handy angle, where they don't have to lipsynch
Re:.hack (Score:2)
God I couldn't get into that thing, and I'm more willing than most people to give an anime with a weird premise a chance. (Hey, I've stuck with Big-O through two seasons, and still think it's great, even though they bury the needle on the strange meter towards the end.) hack-random-punctuation-sign is just *dull*. Dull and angsty, in that special way that people only accept if it's anime. Anything like that that keeps me from glorious, shining Bebop is beyond forgiveness.
Re:.hack (Score:2)
Its not an action series, it never claimed to be. Its made to be a sort of mystery/suspense series, which is does exceedingly well.
Re:.hack (Score:2)
(Part of the problem is probably that it reminded me too much of its predecessor, Noir, which I was stupid enough to stick it out the whole way, because someone lied that "
Re:.hack (Score:2)
(As another example, large parts of season 1 of B5 were rocky, but I really enjoy that series as a whole.)
The DBZ slight was a bit much, however
Re:.hack (Score:1)
It's pretty common... (Score:4, Insightful)
The fake "game over" is a pretty common gag in adventure games, actually... I can think of several other (more obscure) titles that feature it.
Re:It's pretty common... (Score:2)
Re:It's pretty common... (Score:2)
The second time I tried it, I hit the right button and the frogs were freed, and I got caught and tossed into the ocean. Assuming it would be game over, I reloaded my last savegame. And tried maybe a dozen other things, all ending badly.
Then I tried just releasing the frogs ONE MORE TIME, and frustrated, wanted to see Willie drown. And then th
Re:It's pretty common... (Score:1)
I hope they continue to make new games for the series...
Jedi (Score:2)
Re:Jedi (Score:2)
The Kyle Katarn games were good for making self-referential cracks like that. My favorite was from Jedi Knight, where, upon seeing a large cargo canister rotating in microgravity that you obviously have to jump to, Kyle says, "Great. Another place where I can fall to my death."
Max Payne (Score:5, Interesting)
I really got a big kick out of that.
Re:Max Payne (Score:3, Interesting)
BTW it's not metagame, because Max only mentions about general videogaming world. "Some nerd" may not be you.
If you are familiar with scifi novels by P. K. Dick, such kind of obsession is very common, and in the movie Matrix, its world is made by the Architect and he appears in Reloaded.
Re:Max Payne (Score:5, Informative)
"You're in a computer game, Max..."
The truth was a burning green crack through my brain. Weapon statistics hanging in the air, glimpsed out of the corner of my eye. The endless repetition of the act of shooting, time slowing down to show off my moves, the paranoid feeling of someone controlling my every step...
I was in a computer game.
Funny as hell, it was the most horrible thing I could I think of.
Hmmm... I think I've played a little too much Max.
Re:Max Payne (Score:2)
Mmm, now I have an urge to play Max Payne...
Re:Max Payne (Score:2)
Granted, it's only
Fallout 2 (Score:1)
MGS2 (Score:2)
Re:MGS2 (Score:1)
I'm like WTF??? Oh, it's just the commander going crazy. Ha ha.
Earlier one? (Score:1)
Re:Earlier one? (Score:2)
And let us never forget the wonderful, abrupt, arbitrary ending, in which the player is told that the most wonderful adventure is about to happen, but unfortunately you'll have to buy the next game to find out what it is.
Unfortunately, they never made a next game. Infocom is basically a wadded up p
Re:Earlier one? (Score:1)
It's all coming back to me now though... I ought to get around to replaying it. Perhaps even completing it, this time.
Did anybody let the write know? 'Cause I can't be bothered to. Come to think of it, there are probably earlier games anyway.
Re:Earlier one? (Score:1)
Post-Modernism is Silly (Score:2)
Re:Post-Modernism is Silly (Score:2)
I hear what you're saying, and you should understand that while the term postmodernism is now mainly used by the fine art community, it originated in the art/architecture criticism community. They came up with "Modernism", they came up with "Postmodernism", and it just stuck.
Just to flip it for a second, I've experienced similar frustration when using the words "object", "class", and "function" arou
Re:Post-Modernism is Silly (Score:2)
Rob
another example: Futurama, The Game (Score:4, Funny)
Also, when Fry walks into the room that is the final battle of the game (which is often called the "boss level"), he says something to the effect of: "Uh oh, this looks like a boss level."
There are other examples in that game.
Re:another example: Futurama, The Game (Score:1)
Prof. Mariati (or was it Moriati?) in Mad Professor M[ao]riati taps the screen if you leave him long enough.
Re:another example: Futurama, The Game (Score:2)
another example: The Simpsons Road Rage (Score:4, Funny)
At the end of the introductory clip, as Homer has decorated his car as a taxi and asks the family what they think, Bart says: "Just get to the game already!"
If you run out of time while driving a "Road Rage" level, at the end each character has a unique funny comment. Several of them say things that seem to refer to the game, like "I thought I had more time left" and so on.
When you finish the game, the camera zooms out of the "You Won The Game" screen to reveal that the game was being played by the aliens Kang and Kodos. One says, "This game grows tiresome!" The other responds, "Insert the alternate game disk." They then start playing an alien version of Pong and fly off.
Misused Term (Score:2)
That sounds much cooler than defining it as "games that break the fourth wall," especially given some of the lame examples we've seen here.
Conker's (Score:2, Funny)
Re:Conker's (Score:2)
Some of the previous 4th wall breaking in that game was annoying, mostly because of the middle-school-level voice acting and/or writing. They could've been much more clever and sly about it if they didn't have the character just say something "and now X will happen, I know because X always happens in this game" but "and now X will happen, I know because...well, it always happens"
Re:Conker's (Score:2)
Just reminding you, you are talking in a thread about Conker's Bad Fur Day. I don't know what sort of intelectually stimulating event you were expecting to occur in this game. . .
Re:Conker's (Score:2)
Re:Conker's (Score:4, Informative)
For people unfamiliar, the ending goes something like, just as Conker is about to die by the end beastie, the game freezes. He looks around, realizes the game has frozen, and proceeds to blackmail the programmer.
Re:Conker's (Score:2)
But I was going to point out Bad Fur Day as one of the games that knows it's a game. For one thing, the game is littered with "B" buttons -- I mean, they're actually green buttons with the letter "B" on them. When you stand on the "B" button, you do something special, like throw toilet paper at the Great Mighty Poo [tripod.com]. Conker occasionally quips "Hmm, this lo
Different Definition (Score:3, Informative)
When I play pen and paper rpgs (Dungeons and Dragons, anything from whitewolf, etc), we refer to metagaming as acting in game on information that you shouldnt know in game.
For example, the party is divided into two groups, one goes to investigate something, the other goes to find out more from the police. They roleplay the encounter with the police and the other group of course hears this in real life. Say that the police tells that group that the enemy is very well armed. Then it would be metagaming for the other group to suddenly be a lot more cautious than they would be had they not overheard (IRL) the conversation the other group had.
game in a game, or game knowing it's a game. (Score:3, Interesting)
The earliest memory I have of somethin metagamish, is probably Playing the mini-games in System Shock. They were really a game in a game, since you had to have a physical game pad to upload the games to. And in the games themselves, which showed up in one of the left or right screens, you battled against SHODAN and she had all the insanely high scores... When I first found them, I was wondering whether it was pre-cogniscient or cogniscient SHODAN I was playing against. A nice diversion from the game.
A more recent example is something that was mentioned in another post: Character response to player (in-)activity. I've noticed in a couple of games. Prince of Persia has a really good one, which doesn't break the atmosphere or the premise of the story.. "shall I go on?"
There's commander keen, of course (which I know is older than system shock....) who read a book and fell asleep and did stuff, if you left him in the middle of a level. Sonic, I think did it too. It's most common in scrollers, since the premise is frequently simple enough that you can get away with breaking the game world conventions like that.
More and more game NPC's comment on their own world, often reflecting on the absurdity or irrationality of game constructs. I recall a morrowind NPC worrying about the fact noone goes to sleep at night. That's interesting considering there was a sleep cycle in Daggerfall.
More and more games have this habit, as the worlds they create become more complex, yet with obvious limitations. It's a measure of the sophistication of gamers and developers, that limitations are not only accepted, but deliberatly pointed out.
*knocks on everyone's head* (Score:2)
metagame definition (Score:2)
Two Nintindo games break the 4th wall... (Score:2)
Fourth-wall breaking (Score:2)
Earthbound's been mentioned before, but really, it probably the most meta (in the wri
Secret of Evermore (Score:5, Funny)
In Squaresoft's 1995 game The Secret of Evermore (which was produced entirely by Americans, coincidently), there was a section of the game that took place in a huge, open-air marketplace set in pseudo-Roman times.
Within this marketplace, there was a character tossing out the ambient "The End Is Near!" warnings and the like. Eventually, though, if you get into a conversation with him, the exchange goes something like this (emphasis mine at the end)....
The End Is Near Guy: The End Is Near!
You: Uh huh.
TEIN Guy: We have no control over our destiny!
You: Whatever.
TEIN Guy: In fact, we are being controlled by outside forces!
You: Suuuure.
TEIN Guy: It's true! We but answer to the directions of our huge, button-pushing overlords!
You: Riiiiight.
TEIN Guy: If I am lying, may the gods strike me down where I stand!
At this point, a dialog box pops up, with the options "Goat, Chicken, Basket" of which you get to select one.
After selecting, two lightning bolts flash down from the sky onto TEIN Guy, and whatever you selected is left standing in his place.
- Neil
Re:Secret of Evermore (Score:2, Informative)
Actually, there's a fourth option: if you'd choose not to strike him down (by pressing the "cancel" button, IIRC), he would thank you for sparing him and would give you an item.
Re:Secret of Evermore (Score:2, Interesting)
Another example from Square RPGs can be found from Final Fantasy VI (or III for the American players out there). There's a puzzle in a tomb where an airship is being stored (IIRC), and you need to form a phrase out of groups of letters.
The phrase turns out to be: THE WORLD IS SQUARE. Makes sense when you look at the typical world map of an FF game, never mind the connotation of megalomania on the developers' part. :)
Super Mario RPG (Score:1)
Warcraft 3 (Score:1)
Re:Warcraft 3 (Score:2)
"This is not meant to represent a character's literal speech. A tutorial section is intended to be somewhere between an online version of the instruction manual and the shorthand for the character explaining the controls. Even though he's referring to buttons on the Dual Shock, you know in the game's reality he's talking about the buttons on the plane's console, or whatever."
One thing that I enjoyed along these lines w
Eternal Darkness: Sanity's Requiem (Score:4, Interesting)
However, certain effects break out of the game. In one, for example, the screen goes black, it looks like the game system reboots, and displays a "controller error" message screen. The first few times things like that happened, I thought my game had malfunctioned, but later I correlated these to losses of in-game sanity. I think this was very effective in making sanity loss seem real, by making the player (as well as the character) think he's losing his mind.
Re:Eternal Darkness: Sanity's Requiem (Score:3, Funny)
Very funny.
Re:Eternal Darkness: Sanity's Requiem (Score:2)
I was up late playing, and suddenly my TV MUTES!
I even see a little green text screen overlay "MUTE" in the corner. Forget the fact that it wasn't -exactly- like my TV's MUTE overlay, it was close enough.
I was scambling for the remote, thinking I had sat on it, when the sound came back on. Then my character screamed "This isn't happening!" Best mindtrick ever.
Honorable mentions (spoilers):
* A layer of bugs start crawling on top of
Nei's Adventure (Score:2)
It was mentioned in the article, but... (Score:2)
Re:It was mentioned in the article, but... (Score:2)
Black and white... (Score:3, Funny)
Some of the more amusing conversations between the two occur when you don't touch the keyboard for a while. Here are some samples:
Good conscience: "Jeez, our Boss is inactive. Let's rock from side to side."
Evil conscience: "Maybe we can tip over the monitor!"
Good: "No, you red fool. We're part of the conscience. We're inside our god's head!"
Evil: "Okay. Let's rock and tip over the Boss's mind!"
Good: "Hmm. You are the weirdest demon I've ever shared a skull with."
---
Good: "I spy with my little eye, something beginning with B"
Evil: "Brain."
Good: "Yes."
Evil: "OK. I spy with my evil eye, something beginning with S"
Good: "Skull."
Evil: "Yeah."
Good: "I spy with my little..."
Evil: "Shuddup! Sorry. I just can't take it any more. Skull, brain, brain skull.") Good: "You're right. We should get out more."
Another good example... (Score:2)
You see, you're in this temple, and you want to steal the magic flame hidden inside it. But, as one message reads, "he who would steal the flame must die."
The thing is, you might easily miss this and get stuck, because the player can "end" the Prince's death and restart the level at any time. Instead you have to wait for quite a while after he dies, perhaps 15 seconds, to
Baten Kaitos (Score:2)
One game not mentioned in that heavily implements some of the concepts in the article is Namco/Monolith's forthcoming RPG, Baten Kaitos. (Released in December 2003 in Japan; NA/European release dates TBA.)
In Kaitos, the player assumes the role of a guiding "spirit" that travels with the main character throughout the story. It's a pretty cool concept, actually: the main character "introduces" each new party member to you as you play, and asks you for input before making a decision. It doesn't really affe
Darkened Skye (Score:2)
"Are there other examples of titles which address the player in this awfully postmodern way?"
Darkened Skye [simonsays.com] (Review [avault.com] at The Adrenaline Vault) Not the best game I've ever played, but I continue to play it for this very reason. It doesn't take itself seriously. The main character (Skye) and her helper deamon (Draak) know very well that they are in a game. That and the fact that it's an interactive Skit
Re:Soul Reaver (Score:2)