[HN Gopher] To get good, go after the metagame
       ___________________________________________________________________
        
       To get good, go after the metagame
        
       Author : shadowsun7
       Score  : 358 points
       Date   : 2020-02-25 14:19 UTC (8 hours ago)
        
 (HTM) web link (commoncog.com)
 (TXT) w3m dump (commoncog.com)
        
       | zeveb wrote:
       | Interesting point that one has to master the game first, before
       | mastering the metagame. I am reminded that Warren Buffet & Bill
       | Gates are reputed to enjoy the game of bridge, which comprises at
       | least three games: the trick-taking game; the bidding game which
       | is about how many tricks one thinks one can win; and the
       | communication game which runs over the bids themselves. One could
       | argue that outa-of-band communication is a third, cheating, game.
       | One might also consider multi-table play to be a metagame,
       | although it is a fairly simple one.
        
       | runawaybottle wrote:
       | The meta game is a high level arena for people that hammered
       | through the proven advantageous strategies. Once you beat
       | everyone unwilling to do that, you are now in an arena with
       | people that used your exact same strategy.
       | 
       | A short example of this is a fighting game where the majority of
       | people want to play the characters they enjoy playing.
       | Unfortunately, like life, there is no perfect balance, and
       | picking some specific characters will give you an advantage (even
       | if you hate playing them). So long story short, play the
       | character with the advantage, ride it to the top, everyone at the
       | top got there doing the same shit you did --- and voila, the meta
       | game, how do we all with the same strategy compete against each
       | other.
        
       | seniorsassycat wrote:
       | Donkeyspace is my favorite idea derived from metagames, but I
       | can't find any good descriptions online.
       | 
       | As any given meta becomes dominant, other playstyles become
       | viable that would not be viable in a game against players unaware
       | of the meta, or in a different meta. A counter-meta. Sometimes
       | there's counter-counter-meta and then you're really in
       | Donkeyspace.
        
         | chrchang523 wrote:
         | http://gamedesignadvance.com/?p=2346
        
       | KaoruAoiShiho wrote:
       | This article is really the same thing as Elon Musk's "think from
       | first principles", except Musk's formulation is much better imo.
        
         | libertine wrote:
         | In my opinion the byproduct of first principles thinking is
         | precisely the opposite of meta : you wouldn't get a meta, but
         | several metas for the same game, since you built your
         | conceptualization from the fundamentals which are established
         | truths.
         | 
         | Metas seem to be built around constrains, limitations,
         | exploits, or other forms of disruption that are introduced in
         | the game in a cyclical fashion (new rules, new laws, new
         | markets, new medium, new tools, etc).
        
           | KaoruAoiShiho wrote:
           | Totally disagree. First principle thinking is a clearer
           | formulation of what the author wanted to achieve with the
           | meta concept. For example in the marketing example where the
           | meta dictates movement from adsense to xyz platforms you can
           | also get there by first principles, which is finding the most
           | cost effective way to reach the audience.
           | 
           | When you're thinking from first principles you are not
           | disregarding the current conditions, including constraints,
           | you are just not allowing yourself to be a lazy and are
           | constantly reevaluating the situation from base. Many people
           | love to talk meta but they end up with a hazy understanding
           | of fundamentals and end up behind the curve, very
           | detrimental. First principle thinking just avoids these
           | issues.
           | 
           | BTW. Games are not perfectly analogous to IRL. Games can
           | sometimes be (imo poorly) designed to function completely
           | based on a fluctuating rps system that forces a meta, where
           | if everyone goes rock you'll have the highest percentages
           | going paper. IRL doesn't really work that way. Pikemen beats
           | cavalry, cavalry beats swordsmen and swordsmen beats pikemen,
           | but guns beat all 3 and it's completely OP.
        
       | WhompingWindows wrote:
       | The metagame is PARAMOUNT in Starcraft Brood War, which has had
       | no patches in nearly 20 years. The only thing that's changed is
       | the map pool and the players' skill/knowledge (finding some bugs,
       | mapping out defense to rushes, etc.). Thus, players have years
       | and thousands of hour to grind "standard" or "optimal"
       | strategies, and someone who is less creative but more
       | mechanically gifted can advance just by copying cookie-cutter
       | strategies but executing them 5% better.
       | 
       | However, the Brood War leagues know this tendency, so they often
       | add crazy maps to the mix. This season, ASL added Inner Coven,
       | which is a really bizarre island-ish map, and has created a
       | totally new meta. Check out this TvT, it's one of the weirdest
       | games I've seen in years, all due to a map prodding the meta
       | game.
       | 
       | https://youtu.be/yF6GczAXpJI?t=3185
        
       | asood123 wrote:
       | One of my favorite books of all times: _The Art of Learning_ by
       | Josh Waitzkin. He was the chess prodigy written about in
       | _Searching for Bobby Fisher_. He quit chess shortly after and
       | became a world champion in Tai Chi. The book is about learning
       | two very different skills and how they are the same.
       | 
       | Thesis that learning one thing deeply helps learn other
       | (unrelated) things makes total sense to me.
        
         | majos wrote:
         | If anyone reacts as I did and wonders how it's possible to
         | compete in Tai Chi, the competitive sport [1] is not the slow-
         | movements-in-the-park activity I had in mind.
         | 
         | [1] https://en.wikipedia.org/wiki/Pushing_hands
        
           | dillonmckay wrote:
           | Yes, it is a martial art, and there are some interesting
           | moves.
           | 
           | Also, if you enjoy that sort of thing and action movies, I
           | recommend:
           | 
           | Tai Chi Master
           | 
           | https://m.imdb.com/title/tt0108281
           | 
           | Man of Tai Chi
           | 
           | https://m.imdb.com/title/tt2016940/
           | 
           | There are also random youtube videos of various 'push hands'
           | techniques.
        
             | rasz wrote:
             | Its TMA, as effective as ballroom dancing. Do _not_ try to
             | delude yourself into thinking it has any defense qualities.
        
           | rasz wrote:
           | its pure bullshido
           | https://www.youtube.com/watch?v=d-KX99T5r3A
        
       | gorpomon wrote:
       | I am the worst (maybe best) person to play board games with
       | because 5 minutes after learning the rules I loudly proclaim what
       | I perceive the meta to be, and unashamedly telegraph my moves in
       | regards to it. I lose almost all of the time, but it makes the
       | night much more memorable and I enjoy the mental exercise of
       | trying to quickly grok a meta. Sometimes for fun I loudly
       | proclaim "I'm going to Moneyball this!", and then often we end up
       | discussing baseball or movies for a fair bit too.
       | 
       | Here are a few games and what their meta is not:
       | 
       | The Climbers - Don't try and get as high as quickly as possible.
       | 
       | Munchkin - Don't try and become a mercenary for hire defending
       | anyone who needs it.
        
       | scott_s wrote:
       | A saying I have related to this is "Rules make sports." The
       | skills and strategies that matter in a sport develop _around_ the
       | rules. Change the rules and you change the sport.
       | 
       | The judo example the author presented is actually one of my go-to
       | examples as well. Not only did disallowing grabbing the legs take
       | out an entire suite of offensive options, it took out _defensive_
       | options in judo. In judo, the main way to win is to throw your
       | opponent such that they land on their back. Before, a judo player
       | could grab their opponents legs as a way to counter a throw. Now
       | grabbing the legs is a penalty. But allowing yourself to be
       | thrown is going to at least result in your opponent getting a
       | point, and has potential for you to lose the match. So the
       | solution is, in some situations, judo players will just
       | intentionally face-plant onto the mat to avoid the throw. It
       | looks silly, no one would do it in a self-defense situation, but
       | rules make sports.
       | 
       | Note that just about all combat and grappling sports have this
       | quirk: because they have rules, and are not just a free-form
       | fight, you're going to encounter situations where the optimal
       | thing to do in the sport would be terrible to do in a real fight.
        
         | 83457 wrote:
         | The 2004 Olympics Judo representative for USA at 99kg, Rhadi
         | Ferguson, retired from Judo competition after leg grabs were
         | made illegal because that was such a big part of his game.
         | 
         | https://www.youtube.com/watch?v=l0Jj7r3CLwQ
        
         | _hardwaregeek wrote:
         | Fencing exhibits this phenomenon nicely. Fencing does not come
         | even close to mimicking a real sword fight. One reason for this
         | is right of way, basically the idea that the person who attacks
         | first gets precedence and the onus is on their opponent to
         | defend against the attack before attacking themselves. However
         | what is defined as an "attack" in fencing is very different
         | from what a layperson would assume. Really, it's defined as
         | forward movement without a clear intention to take the blade.
         | Which means that tactics such as advancing with ones arm held
         | back are rewarded.
         | 
         | A lot of people, upon hearing this, respond with something
         | along the lines of "fencing is stupid! We should make our own
         | sword fighting system that encourages real fighting!". HEMA is
         | a nice example of this. Putting aside the questionable logic of
         | a martial art based around swords, what inevitably happens is
         | that as the system develops, people want to compete, to see who
         | is the better fighter. Since they clearly can't judge fights
         | by, well, murder, they need to come up with a rules and points
         | system. Once this system develops, someone starts to realize
         | "hmm, if I do x action, I can win fairly easily". Thus a meta
         | develops. Once a meta develops, everybody starts using the meta
         | to win and the fighting becomes less mimicking killing people
         | with a sword and more competing in a sport.
         | 
         | Some argue that the way to prevent this is to not have
         | competitions or rules. But...then you have a bunch of people
         | waving around swords with no clue as to whether it's actually
         | effective.
         | 
         | Side note, fencing has had a few of these major meta
         | developments in its history too. Johan Harmenberg famously
         | pushed epee's meta to be a lot more athletic and dynamic.
        
         | rlayton2 wrote:
         | Another great example is the difference between Rugby Union and
         | Rugby League. While there are lots of rule differences, a key
         | one for me: in Rugby League, defenders must go back 10m after a
         | tackle, while in Rugby Union they do not. This leads Union to
         | be a very close affair with play rarely moving without
         | consistent strong effort, while any fast player in League will
         | get at least 5 of those meters back after every tackle. Very
         | different games strategically, while from an outsiders
         | perspective they are just the same.
        
       | plinkplonk wrote:
       | Does the author actually define "metagame" anywhere? He seems to
       | use the term throughout the article to mean multiple subtly
       | different things.
        
         | nonanonymous wrote:
         | The author's usage of "meta" doesn't match up with how I've
         | seen it used elsewhere. He refers to the "metagame" when really
         | he's just talking about the game itself.
        
           | Tyr42 wrote:
           | He defines it when talking about Magic, where there's the two
           | games. The match "game", once you sit down with your decks
           | and draw 7. And the metagame, where you choose which decks to
           | bring, what sideboard to pick, etc.
           | 
           | If there's a really popular rush deck, do you drop some cards
           | which shut down blue control and put in some anti rush cards?
           | That will help when you match against the rush deck, but if
           | everyone does it, then when you reach the finals you might be
           | against the control deck.
           | 
           | That's the metagame, at least how it's used in those circles.
        
             | plinkplonk wrote:
             | yes, the author seems to use "metagame" to mean a
             | combination of pre-game strategizing (including creation
             | opponent specific strategy) and post game review (+
             | absorbing lessons learned into the pre game strategizing
             | for the next game).
        
         | viburnum wrote:
         | Yeah, this article is a woolly mess.
        
       | colonCapitalDee wrote:
       | I see a lot of debate over what "meta" means, and I'd like to
       | throw my own hat in the ring.
       | 
       | I would argue that a playing a game at the base level (i.e.
       | playing without meta) consists of (a) finding different
       | strategies to use, (b) figuring when is appropriate to use each
       | strategy, and (c) executing strategies optimally. When the game
       | is first being played, most strategies haven't been discovered.
       | At this stage strategic play consists of (without loss of
       | generality) player A using a strategy they think is effective,
       | player B devising and using a strategy that will be effective
       | against the strategy used by player A, Player A adapting in
       | response, and so on. This is strategic play, but it isn't a meta-
       | game. The meta-game arrises when players A and B are both
       | experienced enough at the game that they can debate which
       | strategy is the objective best. The meta then becomes the agreed
       | upon dominant strategy (or set of strategies). In the base game
       | (i.e before the meta develops) strategies exist mostly
       | independent of each other, while the meta-game consists of
       | fitting strategies into a framework.
       | 
       | The meta can change because of external or internal forces. An
       | external force is a change to the base game, which is common to
       | e-sports, and less common in actual sports. In e-sports, most
       | games will tweak how the game is played (change the cooldown of
       | abilities, change the size of a characters health pool, etc)
       | every month or so. This will change which strategies are best,
       | and therefore change the meta.
       | 
       | Internal changes arise from the changing skill level of players.
       | As players get better at the game, hard to execute strategies
       | will become more viable, while easy to execute strategies will
       | remain at about the same level of viability.
       | 
       | This article shows a great example of what the pro Overwatch meta
       | (the game I'm most familiar with) looks like and how it evolves,
       | and it's (mostly) accessible to non-Overwatch players:
       | https://overwatchleague.com/en-us/news/23053244/the-meta-rep...
       | (WARNING: autoplay video).
        
         | jimduk wrote:
         | A build on this, is as a soft-core participant in a game, often
         | it is more enjoyable to participate in a game where the meta is
         | not known, and everyone is in the 'finding different
         | strategies' mode - bit like early days starcraft. Now the
         | Internet exists, everyone jumps to semi-optimal strategies by
         | copying, not putting in their own thinking time. While I admire
         | high level play, at mid/low level it is more fun if the meta is
         | not nailed down, also philosophically I think life is more
         | 'hidden' than people think, and the idea there is a best-move/
         | common optimising strategy without thinking yourself is
         | detrimental. I personally would like games which are more
         | random, or where optimising is harder and less discoverable and
         | not shareable.
        
           | colonCapitalDee wrote:
           | Totally agree! Overwatch is often criticized for the pro meta
           | "infecting" regular play, because low/mid level players will
           | find themselves pressured by their teammates to play heroes
           | that are meta at the pro level, even though pro strategies
           | are only meta when they're being executed at the highest
           | level of play.
        
       | jonas21 wrote:
       | So, I suppose learning to identify and excel at metagames is the
       | meta-metagame?
        
       | [deleted]
        
       | mc3 wrote:
       | Yes there is a general trend that a new "market place" opens up.
       | It could be adwords, or it could be udemy. There is then a race
       | to the top/bottom where the marketplace becomes popular and
       | crowded out. The "crowd" progressively gets a worse deal (except
       | for the winners of the crowd) and the owner makes more money.
       | 
       | For example adwords:
       | 
       | 1. Crowd gets worse deal: average bidder pays more for ads, hard
       | to make a profit, might break even if you are lucky. Might be OK
       | in a new niche if lucky.
       | 
       | 2. Winners: people with sharp marketing teams who can bid on the
       | right keywords and have an excellent sales funnel to take
       | advantage. They can outbid the crowd and make a profit.
       | 
       | 3. Owner: Google makes a tonne of money from ads of course:
       | 
       | Udemy:
       | 
       | 1. Crowd gets worse deal: I saw a 80 hour course for $20 on
       | there. Most are 20-30 hours course for $20. Course maker gets a
       | fraction of that. 100's of similar course means the platform
       | doesn't necessarily give you much traffic.
       | 
       | 2. Winners: Some people sells thousands of units of their course
       | on these platforms. Again those with good funnels to get them to
       | buy off the platform probably win (I am guessing).
       | 
       | 3. Owner: Udemy does well.
       | 
       | Same applies to the app stores!
        
       | z3t4 wrote:
       | It's interesting that in the early days of Google Adsense it did
       | cost 100x less to advertise, and publishers got 100x more. I'm
       | not that good at math, but does that mean Google takes a 99.99%
       | cut!? Or more likely they rigged the market in the beginning in
       | order to gain publishers and advertisers, eg. they subsidized
       | advertisers and over-compensated publishers. Making the market
       | explode with advertisers and people looking to monetize web
       | content...
        
       | shinryuu wrote:
       | First time I ever understood what "the meta" refers to. Though
       | I've definitely participated in the metagame without realizing it
       | before.
        
         | richk449 wrote:
         | The definition of meta used in the piece doesn't match my
         | understanding. Take his final example where he says that
         | adjusting tactics in response to your opponent in ultimate
         | frisbee is meta. No, that just strategy.
         | 
         | Same goes for most of the examples he gives.
         | 
         | Looks like I'm getting old, and the word has been redefined
         | from out under me:
         | 
         |  _In video games, however, the metagame has its own meaning--
         | and depending on which game you play, the context differs. In
         | short, the metagame in video gaming means using characters or
         | items that are the most powerful at the time to try and find
         | the best and quickest means to victory._
         | 
         | https://dotesports.com/general/news/what-is-the-meta-meaning...
        
           | gowld wrote:
           | Meta is anything where the best action depends on something
           | outside the game. Identifying the best weapon to challenge
           | your opponent's defense is not meta. Identifying the best
           | weapon to counter your opponent's predicted defense is meta.
           | 
           | Choosing to use a weapon at all is not meta. Choosing to not
           | use a weapon to lure your opponent into trying to grab it
           | while you wait to snipe them, is meta.
           | 
           | Think about rock-paper-scissor. The game is totally random.
           | There is no in-game strategy that can do better. The only way
           | to do better than half chance is to play meta and predict
           | your opponent's strategy.
        
             | bena wrote:
             | Meta is weird.
             | 
             | Say you have a game with various weapons. Each weapon has
             | attack power, attack speed, and weight. If everything is
             | balanced right, there could be no singular optimal weapon.
             | 
             | And let's say that the best considered weapons are all of a
             | certain weight. They do the most damage in the least amount
             | of time available.
             | 
             | Playing the metagame would be recognizing the game everyone
             | is playing is using those weapons as best as possible. And
             | then choosing the knife because it lets you run faster than
             | everyone else. And your strategy becomes knifing people in
             | the back and running away before they can fire back.
             | 
             | Then more people catch on to the knife strategy, because
             | the best players are using it. Now most people are using
             | knives and the game is all about maximizing run speed.
             | 
             | So you start using the pistol. It's a very slight hit to
             | your run speed, but you can still fire back on anyone who
             | knifes you in the back. You start just capping knifers left
             | and right.
             | 
             | More people catch on. Pistols beat knives. As more people
             | become pistol wielders, knifers get worse. The game is all
             | about pistols now.
             | 
             | Until someone realizes that shotguns and rifles are only
             | slightly slower than pistols, but do way more damage.
             | Basically, everything of a certain weight is just good when
             | facing a lot of pistols. So the game comes right back
             | around to the start.
             | 
             | This is different from in-game strategy. In-game strategy
             | would be planning routes and knowing how and when to cover.
             | Meta is out-of-game strategy.
             | 
             | Like, investing in infrastructure, technology, etc is all
             | war meta. It lets you approach the situation in ways your
             | opponent isn't thinking about. You can make their
             | strategies during the war irrelevant.
        
               | laughingbovine wrote:
               | I think the "meta" in this case would be your entire
               | post. Ie. "use knives when heavy weapons are popular, use
               | pistols when knives are popular, use highest dps weapon
               | when none are popular" is The Meta... assuming lots of
               | people agree that its the best way to win.
        
               | bena wrote:
               | Yes. That's why I said it's different from in-game
               | strategy. In what manner did you think I was implying
               | that what I was talking about wasn't talking about an
               | example of the metagame?
        
           | ffgddd_gfghvc wrote:
           | Yeah meta in games is used very loosely -- the M4 in CoD is
           | meta, meaning the best available.
           | 
           | I got the feeling reading this that the author is more
           | familiar with the video game usage and worked backwards to
           | give it some more substance.
        
             | leetcrew wrote:
             | I don't think it's that loose actually, at least not the
             | way I see it used. usually the "meta" is about choosing
             | between two or more roughly equipotent strategies/tactics
             | based on what you expect your opponent to do. you predict
             | what your opponent will do by observing current trends in
             | the game. the meta certainly changes after balance updates,
             | but it can also change organically over time as people try
             | different things.
        
               | richk449 wrote:
               | This interpretation seems to unnecessarily constrain
               | strategy. A strategy is not just something you pick at
               | random. A good strategy is chosen with all context in
               | mind - including your opponents choice of tactics and
               | strategy.
        
               | leetcrew wrote:
               | that's a fair point; "meta" is probably a subset of what
               | people generally mean by "strategy", especially in
               | military contexts.
               | 
               | in games though, I consider strategy to be something that
               | arises more directly from the game mechanics and perhaps
               | in response to your opponent over the course of a match,
               | while meta comes from understanding the greater community
               | ("meta" because the community exists outside of the game
               | itself).
        
             | jpxw wrote:
             | This is "meta" as in Most Effective Tactic Available, as
             | opposed to the normal use of the word "meta" ("referring to
             | itself or to the conventions of its genre; self-
             | referential.")
        
               | 0xffff2 wrote:
               | But the former is the latter because the most effective
               | tactic available depends on what all of the other player
               | in the game are going to do. The most effective tactic
               | available is only the most effective given that other
               | players are also going to choose the most effective
               | tactic available.
        
               | plinkplonk wrote:
               | thank you for this! I was reading the article with the
               | latter meaning in mind, and got quite confused. Should
               | read the comments on HN first!
        
               | laughingbovine wrote:
               | I don't know about this acronym... "meta" from the
               | article is certainly not using it. The acronym definition
               | breaks down because technically something can be meta and
               | not be the most effective tactic available. Eg. when the
               | rules of a game are too complex to solve in a short time,
               | you will see players rally around a "meta" strategy until
               | a more optimal one is discovered and vetted.
        
           | wkey wrote:
           | So what is your definition? :)
        
             | richk449 wrote:
             | I can think of two definitions:
             | 
             | 1) a higher level of abstraction. For example, creating a
             | class is programming. Creating a class factory (a class
             | that creates classes) is meta programming.
             | 
             | 2) self referential. The movie Adaption is meta, because it
             | is about itself.
        
               | NoodleIncident wrote:
               | This article is about the metagame, which is derived from
               | this meaning. It just gets confusingly shortened back to
               | meta in some contexts
        
               | vnorilo wrote:
               | I would not call 1 metaprogramming. Meta means something
               | like "outside of". Metaprogramming usually means higher
               | order programming (programs that produce programs, such
               | as source generation, lisp macros or templates).
        
               | richk449 wrote:
               | Okay. It's outside my area of expertise, so maybe I
               | didn't pick the best example. The internet seems to imply
               | that there is a lot of debate as to what is meta
               | programming.
        
           | na85 wrote:
           | >Take his final example where he says that adjusting tactics
           | in response to your opponent in ultimate frisbee is meta. No,
           | that just strategy.
           | 
           | Choice of strategy can be "meta", though. It depends on the
           | context. For example in ultimate frisbee the current meta is
           | to play Vertical offense, and so you see a lot of teams
           | training for how to run it and how to defend against it.
           | 
           | Back in 2004 ish, the dominant teams played Horizontal
           | offense, and we only saw Vert for set plays after a foul or
           | other play stoppage.
           | 
           | The meta has changed because the dominant strategies have
           | changed.
           | 
           | Then you can get even more meta, because perhaps your team is
           | playing "long ball" and you know that if you start calling
           | lots of travels, the other team will reciprocate. And you
           | know that because even a contested travel causes a return to
           | the thrower, it will hurt you more than hurting them.
           | 
           | All of that is both strategy _and_ meta.
        
             | richk449 wrote:
             | Eh, it's all semantics. What you are calling meta has been
             | called strategy for thousands of years.
             | 
             | No big deal - words change. I'll get used to it.
        
               | meta-definition wrote:
               | Meta is the set of viable strategies GIVEN the strategies
               | that your competitors commonly employ.
               | 
               | Here's a concrete example:
               | 
               | Soccer fundamentals: passing, dribbling, etc.
               | 
               | Soccer strategies: formation, player roles, etc.
               | 
               | Soccer meta: viable formations, player roles, etc.
               | 
               | No one is out there playing a 8-2-1 formation because
               | it's not a viable strategy, i.e. it's not part of the
               | current meta. The current meta in soccer is largely 4-4-2
               | and 4-4-3.
               | 
               | 3 in the back is relatively rare, because it's weak to
               | the player roles that we currently see being employed by
               | competitors. It's not part of the meta because it's a
               | weak strategy against the currently common strategies in
               | the meta.
        
               | richk449 wrote:
               | Goal: to win
               | 
               | High level strategy: wear down opponent, exploit
               | endurance advantage
               | 
               | Low level strategy: aggressive midgame, long passes, high
               | tempo, rotate attackers
               | 
               | Tactics: 4 4 2 formation, joe and Jean on wings, etc.
               | force opponent mike to run side to side to wear out, then
               | focus on scoring in final third of game.
               | 
               | Fundamentals: passing, communication, give and go, etc.
               | 
               | Meta: realizing that you can make more from your
               | Instagram account than from playing the game.
               | 
               | Disclaimer: I don't know anything about soccer (football)
        
               | nimblegorilla wrote:
               | Meta is an aspect of strategy, but the terms aren't
               | interchangeable.
        
               | fenomas wrote:
               | The article's usage seems to drift around somewhat, but
               | in esports I follow "meta" refers specifically to the
               | _consensus_ about which strategies are good or bad, not
               | to strategies themselves or to anything someone does in a
               | given game.
               | 
               | E.g. saying "foo is meta right now" means most players
               | consider foo to be stronger than the alternatives, and if
               | a player uses a strategy other than foo one might say
               | they were playing off-meta, etc. But the term is wholly
               | distinct from strategy itself.
        
             | shadowsun7 wrote:
             | OP here. Exactly this.
        
           | marcus_holmes wrote:
           | I had the same - the "choice of strategies" in Splendor is
           | just that - strategy. The "meta game" would be the level
           | above that.
        
             | shadowsun7 wrote:
             | In this instance, the metagame is the optimal strategy
             | given your gaming group's current strategic preferences.
             | 
             | I've found that over time, the dominant tactics in Splendor
             | for my group swing between build and buy. People do
             | whatever is necessary to win. Tactics used 50 games ago go
             | away and then get brought back. People hold grudges against
             | others over old games, and act to disrupt each other. All
             | of this can be predicted and folded into game strategy.
             | 
             | I'll admit, it's a little difficult to see this type of
             | meta in most gaming groups -- my group happened to be my
             | entire office, and we played Splendor every lunch break for
             | probably a year. That's hundreds of games within a small
             | group of people.
        
               | marcus_holmes wrote:
               | You do see this in Chess, various openings fall in and
               | out of favour over time. I guess you could call this
               | "meta" - tactics change in line with strategy, strategies
               | change in line with the meta game. But as GP says, I've
               | always considered this as just "strategy".
               | 
               | Made me think, though. Thanks :)
        
             | gowld wrote:
             | The Splendor part was a but confusing. The author's point
             | is that the simple strategy has no meta, because players
             | can't interfere with each other. It's just a race. But the
             | strategy of saving up points _opens up a metagame_ because
             | players can now interfere with each other, so the game
             | becomes about guessing opponent strategies and
             | counterstrategies.
             | 
             | Another analogy is a bicycle race. You could have everyone
             | run separately and compare their best times. But by racing
             | together, you get peloton and team effects where players
             | can attack opponentns and support teammates, but expose
             | weakness that could be exploited, and the success of an
             | act, like passing or drafting, depends on how others react.
        
               | richk449 wrote:
               | That's exactly my point. Nobody calls a peloton meta
               | racing. A peloton is just strategy. Always has been.
        
       | euix wrote:
       | There is also the ultimate version of the metagame i.e. your
       | personal human condition. Blindly pursuing your career or chasing
       | money without understanding the finite duration of your own
       | physical existence, the scale of the universe, where you want to
       | be in terms of life goals and family.
        
         | downerending wrote:
         | One of the benefits of long experience is often being able to
         | see forward quite a distance. If you can see that the project
         | you're working on will fail with high probability, you can
         | avoid a lot of useless work/angst. And perhaps even enjoy the
         | wreck.
        
         | joncrane wrote:
         | This is the meta I'm struggling to learn at the moment. I
         | constantly gripe that people making similar salaries in my
         | organization don't produce nearly as much as I do...but they
         | seem happy and I'm constantly stressed out. Which begs the
         | question...who's winning?
        
           | guntars wrote:
           | I think the question is wrong so no answer is going to make
           | sense. Parts of life are indeed a competition, like work, but
           | in those limited domains it's easy to tell who's winning -
           | it's who's making the most money. Happiness doesn't even
           | factor in there. If you include your whole life, happiness
           | matters big time, but then it's not a game or a competition
           | anymore.
        
           | DevKoala wrote:
           | What do you mean by "don't produce nearly as much as I do"?
           | 
           | Are you measuring feature completion or business impact? If
           | your managers are happy with your coworkers that "produce
           | less", then chances are their efforts have the same business
           | impact as yours.
        
           | athenot wrote:
           | The answer probably lies somewhere halfway between you and
           | them. What you are doing is probably good in terms of staying
           | sharp with your skills. But _some_ detachment can help: I am
           | assuming (correct me if I 'm wrong) that you care very much
           | about what's going on at work and that causes stress.
           | 
           | But I think it's possible to continue to care while not
           | letting the organization's sluggishness affect you in a
           | personal way. You care because you believe it's the right
           | thing to do and/or because it furthers your skills. Good. The
           | others are missing out; even if their pay is the same now, in
           | 5-10 years you will be better positionned than them for
           | whatever opportunities come. At the same time--and this is
           | where that balance comes in--if you're slaving away with no
           | enjoyment of life, it all seems pointless.
        
             | bluGill wrote:
             | You are missing an important meta. Those who don't produce
             | as much might produce something that is more valuable than
             | you and thus be more valuable than you despite not
             | producing as much quantity.
             | 
             | I've seen a lot of people fall into that trap and then get
             | bitter when the "less productive" person was promoted.
             | 
             | Of course sometimes the meta is licking your bosses boots
             | not something that makes the company money...
        
       | F_J_H wrote:
       | Re: playing the meta game, a great article on coyotes being "too
       | clever by half" and missing the meta game to their detriment came
       | up on HN awhile ago:
       | 
       | https://news.ycombinator.com/item?id=17079369
       | 
       | Basic idea - you can be too clever for your own good, and as a
       | result, fail miserably at the meta game, which less clever people
       | don't do.
        
         | draw_down wrote:
         | I think this is a much better treatment of the idea. I had
         | forgotten about this, thanks.
        
       | gbasin wrote:
       | I love this concept. I've been thinking about ways of "traversing
       | skill trees" and identifying meta-games for some time. Collecting
       | ideas here: https://garybasin.com/thinking-toys/
       | 
       | I think this can be done systematically...
        
         | juliend2 wrote:
         | The "skill tree" image seem like a good mental model[1] for
         | learning.
         | 
         | [1] https://fs.blog/mental-models/
        
       | jason46 wrote:
       | Git gud, is the correct term.
        
       | alasdair_ wrote:
       | "The metagame" in MTG was popularized by the game's creator,
       | Richard Garfield after playing a lot of Cosmic Encounter and
       | other games.
       | 
       | He wrote a great paper on it here:
       | https://edt210gamestechsociety.files.wordpress.com/2013/09/2...
        
         | tdy_err wrote:
         | TL;DR: Magic became competitive and players influenced Magic by
         | demanding competitive rules.
        
       | Proziam wrote:
       | Getting good in almost all games is based on understanding and
       | mastering the fundamentals to the extent that you can make
       | consistently correct (or at least a high degree of 'correctness')
       | decisions based on them. This is true for all esports titles, and
       | probably all games in general.
       | 
       | Mastering the fundamentals will make you 'good' to a level that
       | very few people ever reach. It's not until you reach a level
       | where _everyone_ around you has a mastery of the fundamentals,
       | that the meta comes into play.
       | 
       | source: coached and managed professional esports players, in
       | multiple games, who have competed in the world championship of
       | their respective titles.
        
         | [deleted]
        
         | shadowsun7 wrote:
         | I absolutely agree. However, in my experience, recognition of
         | the metagame comes way before you actually require it.
        
           | Proziam wrote:
           | This is 100% true. Unfortunately, it inhibits player growth
           | tremendously. Players who are too focused on the meta lose
           | sight of fundamentals. This can manifest itself in weird
           | ways, like LoL players picking up the flavor of the month
           | picks instead of playing what they're strongest on when they
           | can.
           | 
           | When I first started coaching LoL I came in to coach a team
           | where the coaches I replaced suffered from some pretty
           | serious delusions that come from the same place. They had
           | _very_ strong beliefs about playing  'the meta' and the value
           | of certain flex picks at the time. When I took over and took
           | the team back to fundamentals and reduced champion pools by
           | half - winrates skyrocketed. It's really easy to want to copy
           | what you see works for other people, but it's not always the
           | best course of action.
        
           | dr-detroit wrote:
           | Most people who play these games watch elite pro youtubers
           | and apply the pro meta to bottom-ladder-rank matches
        
         | timerol wrote:
         | TFA definitely agrees with this opinion, but also asserts that
         | learning about the meta teaches you what fundamentals are most
         | useful to know.
         | 
         | > Note what I'm not saying, however. I'm not saying that I
         | should actively pursue the meta -- this is ineffective, because
         | I am not good enough to play. I cannot execute even if I know
         | where the puck is going. But studying the state of the metagame
         | as it is right now often tells me what I must learn in order to
         | get to that point.
        
         | [deleted]
        
         | kingkongjaffa wrote:
         | This rung true for competetive Halo. The novice was focused on
         | aiming good and getting accurate with the bread and butter
         | weapon (magnum or battle rifle depending on which halo you
         | played)
         | 
         | The top players were great at the standard weapon, and a the
         | power weapons, and the meta became:
         | 
         | - instead of individual kils - teamwork to double team a single
         | opponent
         | 
         | - map positioning to control where the enemy would respawn when
         | killed,
         | 
         | - timing when the power weapons on the map would regenerate.
         | 
         | key skills became teamwork, coordination and communication when
         | everyone is a good aim.
        
         | simonebrunozzi wrote:
         | I would be really interested in reading a long blog post about
         | your experience. I'm sure it would reveal many details that
         | most people (including me) wouldn't easily guess.
        
         | WhompingWindows wrote:
         | I disagree slightly. The metagame is relevant whenever you're
         | facing opponents of _similar_ skill. If you 're way better than
         | your opponent, you can use highly sub-optimal, non-meta
         | strategies and win through sheer experience and skill. For
         | instance, I could kill 50% of Starcraft opponents lower than me
         | by building only one unit and even announcing which unit I'll
         | mass up.
         | 
         | However, if you're making a similar number of errors as your
         | opponent, then the meta does come into play. Regardless of the
         | raw error rate, where pros make few and amateurs make many, if
         | this rate is similar to your opponent, then it still matters if
         | your opponent has a strategic/meta counter to your strategy.
        
           | wongarsu wrote:
           | I agree, but applying this isn't always easy: When discussing
           | meta and strategy, it's usually discussed in the context of
           | high level esport play. But the optimal strategy often
           | drastically changes with skill level. For example in a
           | shooter when everyone has bad aim and bad
           | teamwork/communication you need a different strategy then in
           | high level esport in the same game where everyone is great at
           | aiming and lives in the same flat as his teammates.
        
         | novok wrote:
         | I think it depends on the game too. In Dota 2 (and probably
         | LoL) the balance between heros can change significantly per
         | patch, and a lot of winning is having good hero picks compared
         | to the other team. If you don't keep up with the meta, then
         | your win rate will go down, and this is true for amateurs and
         | the pros.
        
           | thereare5lights wrote:
           | I don't agree with that. It goes back to
           | 
           | > It's not until you reach a level where everyone around you
           | has a mastery of the fundamentals, that the meta comes into
           | play.
           | 
           | At any given MMR bracket, everyone around you has a similar
           | mastery of the fundamentals so the meta is relevant.
           | 
           | However, put someone with the fundamentals of a 6k+ MMR
           | player into a 3 or even 4k match and they'll demolish
           | everyone else even with a disadvantage relative to the
           | metagame.
        
         | jpxw wrote:
         | This is definitely true of chess.
        
           | Proziam wrote:
           | I played a lot of chess as a kid. That's actually where I
           | 'discovered' the real value of fundamentals. Quick wins in
           | chess are universally the result of an opponent making a
           | horrific mistake. Of course, that means the opposite is also
           | true!
           | 
           | There is no faking it in chess. You either grasp the game or
           | you get soundly defeated over and over. That is also true of
           | esports titles, which is why I fell in love with them.
        
             | blackandblue wrote:
             | would you guys mind giving examples of what you are calling
             | fundamentals?
        
               | gowld wrote:
               | In Chess, you can learn techniques used by players a few
               | hundred points above your rating, but still make game-
               | losing blunders (hanging a piece totally undefended, not
               | knowing how to finish a winning endgame) that are easy to
               | spot (if you are careful). Patiently eliminating blunders
               | will do much more for your rating than learning myriad
               | openings variations and complex combination moves.
        
               | blackandblue wrote:
               | ah, i see. so fundamentals is like the basics and in
               | these FPS games it's things like aiming, ducking, moving
               | around, etc?
        
               | Spellman wrote:
               | Not quite.
               | 
               | In FPS, aiming moving and ducking are like learning how
               | to move the pieces in chess. And sure, those are the
               | basics to even play.
               | 
               | But when people talk about "fundamentals" they are
               | talking about the emergent things that come from those
               | skills and are usually unique to the game. In chess, this
               | is stuff like don't hang your pieces, tactics like
               | spotting skewers or forks, understanding endgames, and
               | later general strategic goals like controlling the center
               | or develop your pieces to "good" squares.
               | 
               | In FPS games, this often deals with understanding the
               | flow of a map (choke points vs open areas, cover and
               | sniper locations), proper navigation (efficient
               | pathing!), role synergy, and how a match develops (at
               | about 30 seconds I should expect an opponent, if they
               | went straight path A, to show up around _this_ corner).
               | 
               | MOBA games moving and attacking and using a skill are the
               | language. Fundamentals involve map awareness, ganking,
               | vision control, wave management, etc.
               | 
               | Fighting games move, jump, attack, block is the language.
               | Understanding zone control, the Rock-Paper-Scissors of
               | strike/block/grapple, how to manage your health and
               | special meters, character movesets/matchups are the
               | fundamentals. Picking character X against player Y is the
               | meta.
               | 
               | Once you have all of that squared away, you can start
               | doing "meta." That is figuring out optimal picks vs
               | particularly optimal setups, researching your opponent to
               | build a specific toolkit against them, etc.
        
               | jeremysalwen wrote:
               | I tried to find the original comment on HN, it was very
               | informative, but some chess master (grandmaster?)
               | commented on here that until you are highly rated (say
               | 2200), the only thing you should focus on to improve at
               | chess is to improve your ability to notice tactics in
               | games. He went into more detail but I can't find the post
               | :(
        
               | TulliusCicero wrote:
               | In Starcraft, the one that gets hammered on the most for
               | lower-level/newer players is "constantly make workers and
               | spend all your money". The most basic rule of thumb is to
               | not stop making workers until you hit 70 or so.
               | 
               | If you do that in silver league, you're going to stomp
               | 99% of your opponents even if your scouting and
               | strategizing and unit compositions are all awful. You
               | could do nothing but make a single unit type and still
               | win.
               | 
               | Of course, if you do this at least somewhat well you'll
               | rapidly "level up" in the ranking system to the point
               | where you'll need to actually start scouting and
               | reacting.
        
               | Proziam wrote:
               | Fundamentals can be hard to define concretely because
               | they can even underly the principles of how people talk
               | about playing the game. Take, for example, the age-old
               | advice in chess "control the center." To an absolute
               | novice, this is interpreted as 'have your pieces in the
               | center.' To more experienced players control can be more
               | fluid. In some cases, it's as much about protecting a
               | position as it is about occupying it.
               | 
               | To give an example from a game I love dearly: Halo. The
               | number one fundamental isn't aim, or knowing sick trick
               | nades, or masterful timing of power weapons. It's
               | positioning. Positioning controls where your opponents
               | respawn, it controls where your team respawns, and it is
               | the single most impactful part of "map control." Good aim
               | means nothing if you stand in the wrong places at the
               | wrong times. Power weapons are useless if you get
               | yourself back-smacked by opponents getting split-spawned
               | that you weren't aware of.
               | 
               | Fundamentals are (somewhat) unique to a game, and they
               | typically reveal themselves either once you've
               | intuitively started applying them, or through thoughtful
               | analysis.
        
               | EdwardCoffin wrote:
               | My biggest improvement in chess came after comprehending
               | _The Theory of Steinitz_ [1]:
               | 
               | 1. At the beginning of the game the forces stand in
               | equilibrium.
               | 
               | 2. Correct play on both sides maintains this equilibrium
               | and leads to a drawn game.
               | 
               | 3. Therefore a player can win only as a consequence of an
               | error made by the opponent. (There is no such thing as a
               | winning move.)
               | 
               | 4. As long as the equilibrium is maintained, an attack,
               | however skilful, cannot succeed against correct defence.
               | Such a defence will eventually necessitate the withdrawal
               | and regrouping of the attacking pieces and the attacker
               | will then inevitably suffer disadvantage.
               | 
               | 5. Therefore a player should not attack until he already
               | has an advantage, caused by the opponent's error, that
               | justifies the decision to attack.
               | 
               | 6. At the beginning of the game a player should not at
               | once seek to attack. Instead, a player should seek to
               | disturb the equilibrium in his favour by inducing the
               | opponent to make an error - a preliminary before
               | attacking.
               | 
               | 7. When a sufficient advantage has been obtained, a
               | player must attack or the advantage will be dissipated."
               | 
               | [1] http://exeterchessclub.org.uk/content/theory-steinitz
        
               | 131012 wrote:
               | I feel that you have summarized the general meta of
               | symetric warfare.
        
               | jstanley wrote:
               | > 2. Correct play on both sides maintains this
               | equilibrium and leads to a drawn game.
               | 
               | Note that this is still not actually proven! But it is
               | generally accepted.
        
               | jay_kyburz wrote:
               | It assumes both players are of equal skill I guess.
        
               | tydok wrote:
               | The fundamentals are about positional elements and
               | strategic principles.
               | 
               | For example: Relative value of the pieces, Control of the
               | center, Pawn structure, Tactics, Initiative, Tempo,
               | Opposition, Keep the position balanced, Develop multiple
               | ideas/areas (strategy), Control open lines
               | (files/ranks/diagonals) and crossings
        
               | darkmighty wrote:
               | Fundamentals -- let's go back to the fundamentals of
               | fundamentals (cognition)!
               | 
               | Cognition and agency in the real world is often
               | hierarchical in nature. You learn a task by breaking it
               | down into simpler tasks, and if necessary breaking down
               | the simpler tasks into yet simpler. This is due to
               | nothing more than algorithmic efficiency (when at all
               | possible -- it usually is IRL), divide and conquer.
               | 
               | The fundamentals are the basic tasks which higher level
               | tasks rely on. Sometimes (quite common really) the nature
               | of this (inverted) tree is such that the higher level
               | tasks have a sort of soft max-min relationship: your
               | overall skill will only be about as good as your weakest
               | subskill. An example that comes to mind is manual
               | driving. You could be the most brilliant, strategic,
               | high-reflex rally race car drive in the world, if you
               | miss most of your stick shifts you will likely be a
               | mediocre driver, if even competitive. Shifting properly
               | and quickly makes a significant difference. So much that
               | it's almost completely futile to practice those higher
               | skills unless you've nailed down the basics.
               | 
               | When you're just having 'fun', learning something
               | intuitively, without the sharp focus on improving, it's
               | easy to neglect those fundamentals. They are likely areas
               | where you have some natural relative difficulty, which
               | can lead to shying away from them (in larger contexts
               | sometimes this is even wise -- you want to use what
               | you're good at afterall!) -- it could be because they're
               | uncomfortable, painful, repetitive, boring, too difficult
               | (break it down!) and so on. Compensating for weaknesses
               | exists I believe, but in high levels of competition it's
               | something extremely subtle; again risking generalizations
               | almost every high skill individual will have fundamentals
               | mastered.
               | 
               | Most of my activity is academic, and I have some
               | anecdotes in this regard. I feel like I've really evolved
               | when (a) I've focused on learning the basics of my field
               | really well (going down to the math foundations and
               | axioms) (b) focused on improving weaknesses. It wasn't
               | intuitive to me that this attention to fundamentals could
               | yield so much.
               | 
               | edit: It should be noted (as others noted) that
               | identifying _what are_ the fundamentals can be something
               | difficult itself. Common tools here are reviewing your
               | games /production/etc, or asking others (teachers, peers,
               | etc).
        
         | rc-1140 wrote:
         | Agreed. Since a bunch of people seem to be responding to you
         | about competitive games/experiences, my friend left me with the
         | following pointer when he gave me a lengthy rundown on 2D
         | fighters (cleaned up a bit for HN posting): "Tech and meta
         | aren't things to chase after because they're things that come
         | with learning fundamentals. You practice fundamentals until you
         | die". It was like that when I was playing Quake, when I was
         | playing Team Fortress 2, CounterStrike, etc., and it was like
         | that when I was playing Starcraft.
        
           | munchbunny wrote:
           | In my experience, there's a sort of hierarchy of skills
           | relevant to the game or competition. There are basic skills
           | (like being fast and accurate with aiming, or predicting the
           | opponent's movement), and then there are skills that are
           | dependent on basic skills (leading targets), skills that are
           | only possible once basic skills become automatic (map
           | awareness), or skills that are situational.
           | 
           | The "fundamentals" are usually the 80% mark on this graph:
           | it's the generally agreed upon set of skills that are
           | relevant in 80% of situations, so if you have your
           | fundamentals down better than your opponent, you will win in
           | 80% of those situations. The meta might win you the other
           | 20%, but that's capped at 20%.
        
         | inerte wrote:
         | I sometimes entertain myself watching "knowing the rules" sport
         | videos on YouTube, for example
         | https://www.youtube.com/results?search_query=football+knowin...
         | 
         | Not to mention when organizations have to write new rules to
         | prevent someone exploiting unintended consequences of the
         | existing ruleset. It's fairly common not only in sports but
         | source of many regulations and laws in any sector.
        
           | dfxm12 wrote:
           | _It 's fairly common not only in sports but source of many
           | regulations and laws in any sector._
           | 
           | Regulation is more of a pay to win game.
        
             | inerte wrote:
             | I don't disagree, but I think that view is complimentary to
             | regulation being created and discussed and implemented.
             | People see organizations doing bad stuff, create
             | constraints, which a lot of times the organizations welcome
             | since raises the barrier for competitors to entry.
        
             | Thriptic wrote:
             | It's more complicated than that. Largely, it just seems
             | that way because most people never bother to understand the
             | rules past a cursory Google whereas big companies have
             | teams of very experienced regulatory professionals from the
             | agencies themselves who are all about it and therefore know
             | every way to tweak inputs so that they trigger certain
             | regulations rather than others. I was working on a
             | regulatory compliance product for a bit and the first thing
             | I did was pull every applicable regulation, standard, and
             | rule governing the space and read them. This took about a
             | month and made me much more knowledgeable than the vast
             | majority of people in the field who didn't even try. Being
             | an expert is about taking the time to sit down and read the
             | RFCs, basically. We don't have many experts because no one
             | wants to do it.
        
         | wpasc wrote:
         | If you wouldn't mind posting a paragraph what coaching an
         | esports team is like and how you feel about the current state
         | of esports, I'd love to hear about it from an insider!
        
           | Proziam wrote:
           | I'm not sure if this is exactly what you were hoping for but
           | I'm happy to answer questions!
           | 
           | On coaching:
           | 
           | Coaching is probably the best _and_ worst job in esports,
           | depending on the day. It 's also a role that is completely
           | misunderstood by the management of most organizations, to the
           | extent that coaches have had their decision-making hamstrung
           | by management. This is getting better as time goes on, and I
           | expect that it will eventually get to a similar place as
           | traditional sports. With all of that out there, coaching is
           | just straight-up fun. It's awesome to be able to see people
           | improve over time and to pull together all your resources to
           | try new things and push to a higher level. Between playing,
           | coaching, and managing, I feel coaching is the most
           | rewarding.
           | 
           | On esports:
           | 
           | I'm honestly torn about the state of esports at the moment.
           | On the one hand, I'm very bullish on its future and happy to
           | see that it's come as far as it has (it wasn't anything like
           | this back when I first fell in love with it in the early MLG
           | days - about 2004?). On the other hand, I feel like a
           | majority of the money coming in is straight up _dumb_. The
           | Overwatch League is probably the best example. The moment it
           | was announced, I pulled the plug on the game entirely because
           | it was clear there was no way to make it work the way it was
           | 'supposed to.'
           | 
           | However, if people continue to come into the space and invest
           | in solid fundamentals (quality talent, management, and
           | support) rather than fads ( _cough_ team Ember...), then the
           | esports industry is going to thrive. In my opinion, it will
           | become the  'new sports' but without the baggage of so much
           | legacy. Esports has the potential to evolve and push the
           | envelope in so many areas that the way we absorb 'sports'
           | entertainment is going to change dramatically over the next
           | decades.
           | 
           | (EDIT: To expand on the overwatch question)
           | 
           | The math behind the Overwatch Scene doesn't make much sense.
           | If you compare the amount of capital drawn in vs the amount
           | of money the average team can make, it's an extremely high-
           | risk / low reward ecosystem to be involved in. That said,
           | there aren't many organizations that actually turn a profit
           | right now, and the valuation of _everything_ is dubious at
           | best. Almost every Overwatch player I know at this point is
           | looking forward to Project A and praying, but only time will
           | tell how that plays out.
        
             | FreezerburnV wrote:
             | Can you expand a bit on why you pulled the plug because of
             | there being "no way to make it work like it's 'supposed
             | to'"? I'm actively working hard to improve at Overwatch to
             | try and break into the tiered competitive scene, so any
             | reservations about its future are of great interest to me
             | and figuring out whether or not it's a ship to move from at
             | some point or not.
        
               | JRKrause wrote:
               | I am no means an expert but my take was that many people
               | from grass-roots esports backgrounds balk at the numbers
               | set by ATVI for OWL team licensing (20mil for a team
               | iirc?) and associated player salaries (reaching upwards
               | of 200K in some instances). Certainly in it's current
               | state, team merch/tickets sales are nowhere close to
               | recuperating these expenses from an investment
               | standpoint.
               | 
               | I would argue that these complaints aren't understanding
               | the 'meta' of capital investment in the current climate.
        
               | Spellman wrote:
               | As with most eSports, the key metric is how much inflow
               | there is and how much outflow.
               | 
               | I'm not familiar enough with Overwatch specifically, but
               | it sounds like there isn't enough income and prize pools
               | to go around. The top team may earn a decent wage and
               | splashy amounts, but there isn't enough at the 2nd or top
               | 10 rung to support a thriving ecosystem longer-term.
               | 
               | I'm more familiar with the LoL/DotA scene where there's
               | enough smaller tournaments and the prize
               | pool+sponsorships are enough to cover a wide range of top
               | talent. Yeah, there's a lot of hype about winning the #1
               | Internationals, but that's only for one team out of
               | hundreds that play. Or compare to how LoL is set up with
               | their leagues where the top X teams get to play
               | consistently and take in a steady income. Plus their
               | broadcasting system to bring in more income to support
               | the scene.
               | 
               | Similarly, you can look at stream numbers to get a feel
               | for other income available to the players.
               | 
               | In general, without a healthy "middle-class" and "upper
               | middle-class" of players to bring excitement and income,
               | you lack the buzz and support to build top-tier
               | competition longer term. And those don't exist unless
               | there are ways for them to keep playing and monetize
               | their skills.
               | 
               | Fortunately, if you're grinding up the FPS ladders, most
               | FPS games tend to have more transferable skills letting
               | you move from game to game more easily than some genres.
               | Ninja is pretty famous for being the best at Fortnite,
               | but he was a pro PUBG player and pro Halo 3 player before
               | that. So it's not uncommon to see FPS pro players shift
               | between the more in vogue FPS game of the time. (Caveat
               | that not all FPS games reward the same skills and all
               | that, CS is not TF2 is not CoD is not Fortnite is not
               | Overwatch)
        
             | rwmurrayVT wrote:
             | I would not be surprised to hear that TSM and CLG are the
             | only ones remotely close to profitability.
        
         | ggambetta wrote:
         | > Mastering the fundamentals will make you 'good' to a level
         | that very few people ever reach.
         | 
         | Can you clarify this? Is this because most people don't care
         | about mastering the fundamentals in the first place? I can't
         | tell whether I'm missing something and the idea is more
         | complex, or that's what you're saying.
        
           | drchickensalad wrote:
           | Most people consistently make mistakes. They're not really
           | playing to win, and going over all their footage to ensure
           | they have their fundamentals down. It's actually really hard
           | to perfect your fundamentals.
        
           | DelightOne wrote:
           | The reward function does not necessarily hit the fundamentals
           | while you do not focus on them.
        
           | Proziam wrote:
           | In my experience it comes down to two things:
           | 
           | 1. People think they already have the fundamentals 'down'
           | 
           | 2. Actually mastering the fundamentals can be _boring_ and
           | make a game feel like work (which, if you don 't truly enjoy
           | pushing the limits in a game, it is.)
           | 
           | A totally random example from League of Legends. 99% of
           | players go into game after game and _literally never_ review
           | their previous games. They will spam games but _literally
           | never_ go into a custom game to practice last hitting. Or,
           | they 'll play a different champion every game, instead of
           | putting in the repetition required to fully comprehend all
           | the matchups they will find themselves in.
           | 
           | In short, very few players think of their most time spent
           | practicing fundamentals as a valuable investment. Related,
           | most players never even learn what the fundamentals are
           | because revealing them takes a lot of effort.
           | 
           | For example, Starcraft is a game largely driven by economy or
           | 'macro' rather than ultra-fast reflexes. However, the
           | importance of macro is basically hidden from novice players.
           | Their in-game experience is 'the other player always has more
           | _stuff_ than I do! ' which they often attribute to build-
           | order or other game decisions. It actually takes a while
           | before a player really gets in tune with the idea that they
           | need to be deploying resources ASAP and balancing the
           | resources they acquire with the unit composition they are
           | _going to have_ in the next [insert window of time].
        
             | city41 wrote:
             | I also think fighting games are a good example. Most
             | beginners gravitate towards the special moves and supers.
             | But basic moves and understanding positioning can elevate
             | your game much more.
        
             | blackandblue wrote:
             | learning so much from you guys lol not even a gamer :) now
             | i think i am going to try to invest into a camera to record
             | my piano practices. i wonder if that would help me get
             | better...
        
               | wizzwizz4 wrote:
               | It would! If you can get past how embarrassing it is to
               | watch yourself play, which I've never been able to do. So
               | many mistakes...
        
               | madhadron wrote:
               | Similar advice in music. Record your practice sessions.
               | Listen. Wince. Pick out targeted things to fix. Drill.
               | Record again. Comfort yourself that at least that
               | targeted thing is less painful. Repeat.
        
               | theremightbe wrote:
               | And it can be so tempting to delete them immediately
               | because the videos are embarrassing. But you'll be so
               | happy to have them in a few years to look back on how
               | you've improved!
        
               | Spooky23 wrote:
               | It absolutely would.
               | 
               | We used an iPad to record swings of our little leaguers
               | and it made a huge difference for them.
               | 
               | It helps because it's easier to see what is happening vs
               | hearing it. One example that we would see is kids
               | dropping the back shoulder when they swing. Once they see
               | it, they correct.
        
               | Spellman wrote:
               | Yup. It could.
               | 
               | However, the key isn't necessarily video recordings. It's
               | deliberately practicing individual things you are bad at
               | in isolation until you are good at them.
               | 
               | We need to record LoL and StarCraft games because it's
               | tough to pause and redo something in the middle of a
               | match. Similarly recording baseball swings or people
               | dancing or swimming is useful for reviewing the complete
               | action.
               | 
               | But when you practice piano, you can pause and redo a
               | measure or line until you get it right, then slowly
               | reincorporate it as part of the whole piece.
               | 
               | The WORST thing you can do is keep playing and think
               | "I'll fix that later." Because inevitably you'll play a
               | piece again, probably do the same mistake, and now you're
               | actually practicing the mistake and ingraining it into
               | your memory.
               | 
               | A video recording and reviewing it of a whole piece can
               | help you go back and isolate your mistakes though. But
               | it's just a tool for the goal of identifying and fixing
               | mistakes.
        
             | blattimwind wrote:
             | > 2. Actually mastering the fundamentals can be boring and
             | make a game feel like work (which, if you don't truly enjoy
             | pushing the limits in a game, it is.)
             | 
             | 3. Mastering the fundamentals can just be hard. E.g.
             | movement and aim in most first-person shooters. Mastering
             | these fundamentals can be hard to the point of even
             | professional players having significant gaps, e.g. players
             | that are known to have excellent movement but lackluster
             | aim, or vice versa.
        
             | floatrock wrote:
             | How much of this is data-driven? I mean, every shot can (in
             | theory) be digitally logged and analyzed. Is there anyone
             | doing a Moneyball-style player performance data analysis
             | service? I hate to use the term, but an "AI coach"?
        
               | Proziam wrote:
               | Data is getting to be a bigger component, but that was
               | driven primarily by esports betting (another area I've
               | had some experience in, coincidentally). Data, in
               | general, is under-utilized by almost everyone and the few
               | 'real' data folks I've met have the habit of missing the
               | forest for the trees (there's not exactly a tremendous
               | wealth of coaching experience in esports, so the number
               | of folks who could do the coaching and implement/build
               | new tools for that purpose is near-zero).
               | 
               | It's pretty hard to go straight from DATA -> ACTIONABLE
               | COACHING DECISIONS
               | 
               | It's much easier to go from COACHES INTUITION +
               | SUPPORTING DATA -> COACHING DECISION
               | 
               | I'm not aware of any other coach (but there probably is
               | some) that has the technical skills to build the kind of
               | tools that would be required. Bear in mind, most games
               | don't actually give you all the data you'd want to look
               | at. That said, there were a few folks who made a killing
               | in esports betting for a while.
        
         | gowld wrote:
         | IMO, if you get to the point where the metagame matters, unless
         | you are getting paid to play professionally, or you love
         | metagames for their own sake, you should stop or drop down to a
         | lower level league.
         | 
         | Replacing every game by its metagame, as some "board game
         | geeks" tend to do, destroys the diversiry and value of
         | inventing different games in the first place.
         | 
         | "Scrabble is an area control game with a complicated resource
         | tree" may be fun for some, but informal not-technically-
         | enforceable rules like "only play words you have ever used or
         | seen before in a sentence" keeps it fun and interesting and
         | meaningful for people who play games for valuable reasons (like
         | learning, or skill development, or humor) other than just the W
         | and L. If you are afraid to make an elegant or humorous play
         | because it harms your chances in the metagame or to win
         | overall, you are shortchanging yourself and your play partners.
        
           | bena wrote:
           | Your advice is bordering on "you're having fun wrong".
           | 
           | You are coming with the assumption that "fun" is some
           | objective standard that is on a scale with "playing to win"
           | on the other end.
           | 
           | For some people, playing to win and finding the metagame _is_
           | the fun.
           | 
           | And there is nothing wrong with that. And too often I find
           | that people who complain about people who are just "playing
           | to win" are really just trying to complain about losing
           | without seeming sore. The pattern is easy to spot, anything
           | that causes them to lose is somehow "playing wrong" or not
           | "fun". There's apparently some intangible, undefinable,
           | nebulous quality being lost. But in reality, the only thing
           | actually being lost is your chance to win.
        
           | dmurray wrote:
           | That's not the meaning of "metagame" used in this article and
           | typically used in esports.
        
         | mercer wrote:
         | I've noticed this to be true for table tennis and other sports
         | too. When I play against a less experienced player, it's quite
         | frustrating to notice that most of the points I score are clear
         | mistakes on their part, rather than any kind of skilled moves
         | on my part.
        
           | cwillu wrote:
           | I routinely tell my teammates "let the other team make the
           | mistakes".
        
           | JackFr wrote:
           | I used to play chess in college with a master (now
           | grandmaster) player. He would always let me take back moves
           | when I did something stupid (sometimes even a couple). As he
           | put it it was no fun to win on someones goof, what was fun
           | was winning when they were playing the best possible game
           | they could.
        
           | wilburTheDog wrote:
           | Charles Ellis wrote a book(1) about that. He asserts that any
           | professional sports competition is a winner's game - you win
           | by successfully executing difficult plays and being better
           | than your competition. But amateur sports is usually a
           | loser's game - you win by not making as many mistakes as your
           | competition. The book is about finance but the observation is
           | universal.
           | 
           | 1. https://www.amazon.com/Winning-Losers-Game-6th-
           | Strategies/dp...
        
             | mercer wrote:
             | I've noticed this with chess too. As a kid, I briefly
             | developed an obsession with chess. The book I read through
             | argued that if I simply followed a few basic rules
             | religiously, I'd instantly be a 'better' player than many
             | who maybe played a lot more, but didn't know about these
             | rules.
             | 
             | And sure enough, when my obsession quickly waned, and
             | without having played much chess at all, I found myself
             | consistently winning from novices who had a lot more
             | experience than I did. In hindsight, I suspect what
             | happened is that they played a better game but were more
             | likely to make catastrophic mistakes.
             | 
             | Of course, I suspect any player with any training probably
             | applies these basic rules already, and would easily defeat
             | me.
        
               | Fnoord wrote:
               | Do you recall these rules? I'm rather curious about them.
        
             | clairity wrote:
             | not having read the book, that seems insightful on the
             | surface but isn't particularly useful or actionable.
             | 
             | all it seems to be saying is that to become better, make
             | fewer mistakes, with an implied exhortion to practice. is
             | there more to it than that?
        
               | NikolaNovak wrote:
               | I think it's more actionable than it may appear.
               | 
               | For me, in most multiplayer games (Overwatch and such), I
               | became far better (and more useful to the team) when I
               | focused more on staying alive ("not making mistakes")
               | rather than trying to execute fancy plays.
        
               | ska wrote:
               | I think the idea is that if you aren't operating at "pro
               | league" level in anything, you should focus mostly on
               | getting the basics right and not making mistakes. But if
               | you are operating at that level, this is table stakes and
               | you need to do more, or your competition will overrun
               | you.
               | 
               | I suspect most people/organizations operating at the
               | highest level understand or have internalized this, but
               | many in the other category have not, to their demise.
               | I've certainly seen organizations get themselves in
               | trouble by trying to execute on something trickier than
               | they were ready for. And others fail at something through
               | an accumulation of clearly (at least, in retrospect)
               | avoidable mistakes.
               | 
               | The corollary being that you are very likely to be in the
               | latter category, like it or not, and it's best to realize
               | it.
               | 
               | I haven't read the book though so could easily be
               | misinterpreting.
        
               | clairity wrote:
               | > "I think the idea is that if you aren't operating at
               | "pro league" level in anything, you should focus mostly
               | on getting the basics right and not making mistakes."
               | 
               | still, that's just a matter of definition and
               | perspective. even at a pro level, if you don't win, you
               | made at least one mistake relative to your opponent. so
               | to win, make fewer mistakes, right?
               | 
               | i don't play video games anymore (and never played more
               | than recreationally), but i've played pro-am basketball,
               | and from my observation, being a pro doesn't mean you
               | don't make mistakes. it usually means that, besides
               | having highly honed skills, you have more tricks in the
               | bag to recover from your mistakes (and conversely, to
               | induce mistakes in opponents).
               | 
               | so the contention is that everyone can benefit from a
               | strategy of reducing mistakes (aka active practice), pro
               | or not, and the prior anecdote isn't really super-useful.
               | 
               | --devli's advocate
        
               | ska wrote:
               | > so to win, make fewer mistakes, right?
               | 
               | I don't think that is correct according the to thesis
               | (and again, haven't read it so may be misrepresenting).
               | 
               | They are saying that at that (pro) level, not making
               | mistakes is not enough, you have to make things happen
               | too. Obviously making too many mistakes will cost you,
               | but they are suggesting that playing "perfectly safe" can
               | still easily lead to a loss. I don't think anyone was
               | suggesting that pros don't make mistakes (hell, there are
               | entire stats dedicated to this), but rather than merely
               | focusing on minimizing them will not win you a
               | championship.
               | 
               | The idea is that conversely at lower levels of
               | performance, this isn't the case, and it really is mostly
               | about lowering mistake rates. More tellingly, it suggests
               | that the opportunity cost of focusing on anything else is
               | likely too high.
               | 
               | To tie it back to the actual post, this suggests if you
               | are spending a bunch of time and effort "metagaming" but
               | you haven't already mastered the game, you are probably
               | going to have poorer returns than just getting better at
               | the game. This at least sounds plausible to me.
        
               | sdenton4 wrote:
               | There's also an argument that a some areas just don't
               | really HAVE a pro league, so focusing on not making
               | mistakes is plenty... This can be the case if a) everyone
               | is a beginner, because the field is new, and/or the
               | fundamentals aren't cleanly understood, or b) no one
               | really cares enough to become a pro (perhaps because it's
               | an area that isn't rewarded by available incentive
               | structures).
        
               | JackFr wrote:
               | Until you get to the level of college and NFL, being
               | successful as a quarterback is largely about being
               | physically gifted. At those lofty levels though sometimes
               | a QB who looked unstoppable at a lower level looks lost
               | at sea. That because everyone on the field is a supremely
               | gifted athlete, the game becomes far more intellectual,
               | and these guys find themselves unable to handle the
               | complexity of the defensive schemes and offensive
               | systems.
        
               | ChuckMcM wrote:
               | In my experience not everyone is mindful of their
               | mistakes. If you write them off to 'bad luck' or
               | circumstance, you miss the opportunity to understand the
               | root cause of the outcome (the mistake if you will).
               | 
               | As an action plan, I would write that: Engage in the
               | activity and dive deeply into all of the mistakes you
               | make and develop the skill or tactic to avoid that
               | mistake in the future. At the point where you don't make
               | mistakes any more, _then_ you start look at the meta and
               | responding to what your opponent is setting up to do,
               | rather than what they are doing right now.
        
               | clairity wrote:
               | that's a good point--players should practice acively,
               | rather than passively (like shooting lots of baskets but
               | never working on improving your shooting form).
               | 
               | but i'd still contend you never get to a point where you
               | don't make mistakes and _then_ turn to the meta-game.
               | folks tend to start thinking about, and honing, the meta-
               | game at different levels of experience.
        
               | slowmovintarget wrote:
               | That depends. I think it means that at a certain level,
               | in order to improve, you must play tougher opponents.
               | 
               | The game of Go makes this abundantly clear. You can
               | actually damage your own skills by playing too many
               | inexperienced or weaker opponents. But playing someone
               | just a bit stronger than you can improve you both.
               | 
               | I don't know if this works the same in e-sports, but it
               | is striking in Go, or to a lesser extent, Chess.
        
               | breischl wrote:
               | In the original context (finance/investing) his point is
               | that virtually nobody actually manages to consistently
               | beat the market average (net of fees). So it's a "loser's
               | game" and most people would do better avoiding mistakes
               | like paying high fees than trying to beat the market.
        
               | oblio wrote:
               | For most sports, if you're defensive you'll beat
               | offensive minded people until you reach a very high level
               | of amateur play. People will constantly make low
               | percentage plays because they're fun and they will
               | misplay while executing them.
               | 
               | They will "fall on their own swords".
               | 
               | For most games with a net, focus on keeping the ball in
               | play. For team sports, play defense and just keep it
               | simple.
               | 
               | Basically, "never interrupt your adversary while they are
               | making a mistake".
        
               | ErikAugust wrote:
               | I think this is true in professional ball sports in sort
               | of the inverse. Once you reach the highest level, then
               | the focus is once again on defense. Defense wins
               | championships.
        
               | ksdale wrote:
               | I played a lot of American football growing up and so
               | heard the quote "Defense wins championships" very
               | regularly and I always disagreed.
               | 
               | Teams lose games all the time while holding the other
               | team to a very low score, but almost no one ever loses if
               | they put up 50 points.
               | 
               | But then again, I played offense...
        
       | Aardwolf wrote:
       | > Judo -- the sport that I am most familiar with -- has a
       | metagame that is shaped by rule changes from the International
       | Judo Federation. A few years after I stopped competing, the IJF
       | banned leg grabs, outlawing a whole class of throws that were
       | part of classical Judo canon
       | 
       | It also has the metagame of carefully crafting your weight to
       | optimally fit in your preferred weight class
        
         | bena wrote:
         | I think that's true of every sport with a weight class. You
         | want to be the heaviest guy in your classification.
         | 
         | I don't think that's metagaming so much as just simple min-
         | maxing.
        
           | UnFleshedOne wrote:
           | I wonder why sports with weight categories don't implement
           | floating weight windows? If there is 10kg spread in a given
           | category, place every participant in the center of their own
           | category so they always fight somebody at most 5 kg different
           | from them in either direction and adjust points being earned
           | appropriately (based on weight difference and an impact
           | factor of weight in given sport).
           | 
           | Then points will be normalized and you can compare skill of
           | underfed ballerina and a sumo fighter directly if they
           | compete in the same sport.
        
       | tylerjwilk00 wrote:
       | If you find metagame strategies interesting, you may enjoy
       | Richard Dawkins book The Selfish Gene [1] and specifically
       | Evolutionarily Stable Strategy (ESS)[2]. Of course ESS takes
       | place over a much longer timeline. Summary of ESS in this video
       | by Veritasium [3].
       | 
       | [1] https://en.wikipedia.org/wiki/The_Selfish_Gene
       | 
       | [2] https://en.wikipedia.org/wiki/Evolutionarily_stable_strategy
       | 
       | [3] https://www.youtube.com/watch?v=mUxt--mMjwA
        
       | mangoman wrote:
       | Interesting. I'm familiar with the meta as it relates to gaming
       | (I follow SC2 pretty closely, though I basically never play
       | anymore). I am curious to explore what the meta is as it relates
       | to building web apps, or building software systems. I guess in
       | web apps, the meta has evolved away from stateful and towards
       | stateless applications, rigid to ephemeral infrastructure, and
       | away from big kitchen sink frameworks towards smaller tools built
       | for specific purposes (here I'm thinking like netlify, react-cli
       | / vue-cli, serverless and aws lambda compatible frameworks and
       | languages). In database land, I think there's a bit of reversal
       | towards a happy medium between Relational and No SQL with the
       | whole NewSQL trend (though I think most people just end up using
       | whatever they're comfortable with).
       | 
       | I think the concept of 'covered ground' is especially fascinating
       | when it comes to thinking about the meta of building web apps. Do
       | you really appreciate the trade offs between MySQL and MongoDB,
       | if you haven't ran into the scaling issues between the two? I
       | don't think "running a bad migration" is covering enough ground
       | to appreciate the differences. Is struggling to wrangle a bug in
       | an Angular 1 directive enough 'covered ground' to understand the
       | meta in building frontend applications?
       | 
       | And I wonder if the meta is moving towards low code and no code
       | frameworks. Dark Lang looks pretty cool, though I've never really
       | used it. Retool proved really valuable for internal dashboards
       | for managing customer support at my last company.
       | 
       | You could explore the meta at a more fine grained level than just
       | 'web apps', or zoom out to software in general and try to
       | understand the meta (just like you could analyze why certain
       | units in SC2 are just broken, or understand why the economies of
       | the different races mean different opportunities for timing
       | attacks for each race)
        
         | xixixao wrote:
         | The meta in software engineering in general is people. Once you
         | have sufficient technical expertise, you realize that the
         | largest gains come from working efficiently with others.
        
           | meristem wrote:
           | I'd say 'effectively' over 'efficiently'
        
           | digibo wrote:
           | I wouldn't say that working efficiently with people directly
           | counts as "meta". Productive cooperation with others sounds
           | like a straightforward skill to improve, with no new rules
           | being introduced. Maybe new company/team organizational
           | approaches or methodologies (Waterfall, Kanban, etc.) can
           | count as playing the meta and give you an edge over the
           | competition.
        
         | streb-lo wrote:
         | You're using 'meta' as a synonym for popular.
         | 
         | Metagame is the 'game outside the game' ie in rock paper
         | scissors the game is trivial the metagame involves guessing
         | what the opponent will pick.
         | 
         | Meta-software-engineering would be things outside of your
         | software stack that affect the overall process. People, sleep
         | patterns, office layouts, commute time, corporate culture etc.
        
           | floatrock wrote:
           | There's the classic "startup engineer" metagame: hop from
           | startup to startup to build up an options portfolio. Stay
           | until the 1-year cliff, exercise whatever options you get,
           | and move on to the next one so you've hedged your bet over as
           | many promising companies as possible.
        
             | streb-lo wrote:
             | Yes that's a good one.
        
             | darkwizard42 wrote:
             | Yes, excellent analogy!
        
         | edw wrote:
         | The process of building things is embedded in various contexts.
         | As is the process of _being paid_ to build things. And those
         | contexts are themselves embedded in other contexts. There are
         | first-, second-, third-, nth-order  "smart" moves in a given
         | situation given the specific contexts in play.
         | 
         | In terms of creating web apps or other software, there are
         | organizational, hiring, funding, exit, marketing, and many
         | other meta-games going on -- and they're all in constant flux.
        
       | _pastel wrote:
       | Playing a game immediately after learning the rules is my
       | favorite challenge - especially when the other players are all
       | new too.
       | 
       | At this stage, tactics are mostly about keeping all the rules in
       | your head and thinking hard before each move. But strategy is
       | really interesting. Everyone is guessing blindly, and you can
       | often win by guessing slightly less blindly.
       | 
       | I have two meta-strategies:
       | 
       | (1) Game phases
       | 
       | While learning the rules, whenever possible, mentally categorize
       | game mechanics as opening-related or endgame-related. For
       | example, a lot of board games have some engine-building in the
       | opening and some point maximization in the end.
       | 
       | During the game, constantly estimate the distance to the end of
       | the game. On the first playthrough, most people transition to
       | endgame too late.
       | 
       | (2) Mechanics comparison
       | 
       | Whenever a game has different types of mechanics or resources,
       | search for reference points that compare them. For example, in
       | Dominion, you must choose between buying treasure and action
       | cards. So on the first playthrough, you should deduce that 1
       | silver is similar to an action with (+2 treasure, +1 action).
       | 
       | The article talks about the metagame transition in Splendor, when
       | players realize that a strategy with minimal engine-building is
       | viable. I deduced that on the first playthrough by trying very
       | hard to estimate the value of a 2-cost card vs taking resources.
       | 
       | Of course, you need to continuously re-evaluate as you understand
       | the game better. By I have a very high winrate on first
       | playthroughs relative to my general ability.
       | 
       | Does anyone else have meta-strategies for this situation?
        
       | aliswe wrote:
       | Is management perhaps the "meta" of software development?
        
         | bradlys wrote:
         | The meta of software development is vague. Software development
         | and the job aspects can be completely independent - and tightly
         | coupled.
         | 
         | So, really, the meta of software development as it pertains to
         | your job would likely be more about the meta of your
         | organization. You could try to scale up those ideas to a whole
         | career and across all organizations but it's gonna be hard.
         | What works in one place won't work in another - but if you know
         | how to recognize the meta within each organization, you can
         | find a meta that you think you'll do well in, and then try to
         | work at places that follow that meta. But - honestly - I've
         | found that hard as many organizations aren't very upfront with
         | how they actually operate.
         | 
         | We've all likely found that being really good at software
         | development doesn't end up getting you a reward at your place
         | of employment. You can be exceptionally good at something - the
         | best - but still lose frequently. True of games as it is with
         | life. It could be because the place you're working at is very
         | team oriented - your team does well, you all get rewarded. It
         | could be purely that your manager dictates it and won't
         | recognize you. It could be that you're in an organization that
         | doesn't value software engineers at all. It could be that
         | you're good at the software development but haven't engaged on
         | the more social aspects and that's what's key to getting
         | rewards. I've had talks where the reason I wasn't getting
         | rewarded is because I seemed too carefree about things - they
         | wanted someone who seemed stressed out and really concerned all
         | the time. Is that really related to software development in
         | itself? I don't think so. There's a fuckton of reasons that
         | aren't related to software development in itself that dictate
         | why you won't progress. And I think that varies a lot between
         | organizations/teams.
         | 
         | Therefore, I'd say there is no big meta for a career in
         | software development. I'd say there is a meta for work in
         | different organizations. (As I don't see a lot of these things
         | as specific to software development but specific to just
         | general work culture)
        
       | cjmb wrote:
       | Good article and a nice read :)
       | 
       | You can apply the same analysis to the study of how "entire
       | societies / nations generate Wealth" and get an interesting
       | picture of the international econo-political metagame throughout
       | history...
        
       | pretendscholar wrote:
       | When did meta come to mean strategy? It can't really be 'meta' if
       | its about one specific game or implementation.
        
         | zerocrates wrote:
         | The "metagame" describes the competitive/race aspect of testing
         | and discovering new strategies from match to matches, adjusting
         | for changes to rules and the strategies you see others
         | employing. I'd say it's this change over time across many
         | individual matches and rulesets that justifies the "meta" part
         | of the term to differentiate with adjustments you might make or
         | try to make within one match.
         | 
         | The term "meta" is often colloquially used to describe a
         | currently dominant strategy... in other words, whatever's
         | winning the metagame. "Meme-game" could be a less flattering
         | but also pretty accurate description of how "the meta" often
         | plays out with a kind of herd mentality.
        
         | screye wrote:
         | MetaGame is not strategy. The metagame is often the behind-the-
         | scene variables that enable a certain set of strategies to
         | flourish.
         | 
         | For example, in Dota, changes to armor or magic resistance
         | scaling can change the metagame to be magic or physical
         | focused, but the strategies and trends themselves develop in
         | ways that take the meta-game into account.
         | 
         | During one meta game, it is common to see various different
         | strategies flourish. IMO, as it is one level of abstraction
         | higher, it is fair to call it meta-strategy and by extension
         | the meta-game.
        
           | echelon wrote:
           | To further expound upon this, the vast majority of a game is
           | encoded in the engine or ruleset. Core strategy is in dealing
           | with these these ground truth fundamentals. This is the realm
           | of beginners and casual players.
           | 
           | Small tweaks to the rules or weights (simple numeric
           | multipliers!) can dramatically change how the game is played
           | amongst those who are incredibly skilled at the game's
           | fundamentals.
           | 
           | Metagame is truly emergent phenomena.
        
         | [deleted]
        
       | dillonmckay wrote:
       | So any Tetris 99 training suggestions?
        
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