[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? ___________________________________________________________________ (page generated 2020-02-25 23:00 UTC)