Metagaming and You

Metagaming, from Gamer's Table

I wrote this up for one of the sites I RP on, and it was worth posting here because it applies to nearly every roleplaying situation I’ve ever been involved in.

Roleplaying is a fascinating thing because we often play characters that know far more than we do in real life. But what a lot of people fail to realize is that we also play characters that know far less than we do in real life. Sometimes, it can be hard to remember the distinction between what we know, and what our characters know, and as a result we write things in roleplay that aren’t consistent with our character’s knowledge. This is called Metagaming, and it’s something we should strive to avoid in our writing. It can be very tempting to want your character to get involved in a plot, or to have your character to be a “hero” of sorts. But the simple fact of the matter is that the most interesting characters are the ones with flaws. Speaking from personal experience, I know that I tend to be less interested in characters who are always right, who are always performing heroic feats, and who do completely implausible things just to get involved in the current plotline.

More and more frequently, I’ve seen the following three things happening:

1. A character who is not in a location knows something that happened in said location.

2. A character who is talking to another character knows things that the other character thinks, but doesn’t say aloud.

3. A character assumes that something bad is going on despite the fact that there are literally no signs that anything is out of the ordinary around them.

I’m going to give more specific examples of each to make it clear what is acceptable and unacceptable:

1. Crewman Bob is in the Mess Hall. The Talon has just approached an alien vessel, which they have hailed. It’s acceptable for him to look out the window and to see the alien vessel. However, unless Crewman Bob’s friend Ensign Jill sent him a message saying that the alien vessel had hailed the Talon, he wouldn’t have any knowledge of this. And if Crewman Bob was in an area of the ship where there were no windows, such as Engineering or Sickbay, he would have no knowledge of the other ship at all.

2. Crewman Bob is talking to Ensign Jill. He asks her how she is doing, and Jill responds that she’s fine. She then mentions in her character’s thoughts that she is dwelling on the fact that her mother just passed away. It is fine for Crewman Bob to suspect that Ensign Jill might not actually be fine, based on her body language, or her facial expression. It is not okay for him to jump to the conclusion that Jill is mourning for her mother and to begin comforting her, unless she (or a mutual acquaintance) told him that her mother had died.

3. Crewman Bob is in Sickbay. Meanwhile, on the Bridge, the entire Command Staff of the Talon has been frozen by a renegade Q. It is not okay for Bob’s Spidey Sense (or other premonition) to reveal to him that something’s going on. It’s also not okay for Bob to randomly decide to do a sensor sweep of the bridge to let him know that something is going on up there. If it is not in the normal, everyday course of Bob’s duties, Bob will remain unaware of the Command Staff’s fate until such point that he is told by another character.

In general, please keep these thoughts in mind:

1. Most officers don’t run random sensor sweeps of areas, nor do they notice weird power drains, nor do they assume that just because their department is unusually slow on a given shift that there’s something going on. There are some officers who will notice power drains, if they are on-duty engineers or operations staff.

2. Captains often have reasons for keeping what happens on the bridge limited to the bridge crew. Even when they don’t, it isn’t as though there’s an onboard Twitter or Facebook feed that tells the remainder of the crew what is going on. It is often difficult to get a good group of individuals to post on the bridge. If you would like your character to not always be in the dark, giving them a bridge shift is the best way to allow them to be more involved.

3. While people have varying levels of perceptiveness, it is unlikely that they will always know exactly what someone is thinking. If you assume that your character knows the deep inner thoughts of other characters all the time, you will find that people wish to roleplay with you less.

4. In many instances, it is more interesting to have your character misinterpret the meaning of something that is going on than it is to have your character know everything. Readers are much more interested in reading about a character overcoming challenges than they are in watching a character that always avoids danger and conflict.

5. If someone indicates that they have said something so softly that only the people in their immediate range can hear them, do not (by some miracle or racial advantage) overhear them. Assume that if someone is being cautious to avoid being overheard that they factor in the fact that some races hear better than others.

6. If you aren’t involved in a plot but want to be involved, please ask an Admin for a plausible excuse for your character to be involved, rather than just forcing them into a plot.

In any situation is is better to ask than to assume. You know what they say about people who assume.

MMOs are Like Relationships…

A few years ago, when Aion was the “next great thing” and everyone was lauding it as the “WoW Killer,” I came up with a simple analogy for WoW. WoW is like the girl you’ve been dating for a long time, where the relationship has come to a standstill. Things aren’t as great as they used to be, but you have memories of how things once were, and you stick around hoping that things will get better. Sure, there are other more attractive people out there, and from time to time you sneak peeks. But you have a lot of time invested in the girl you’re with now, and in starting a new relationship, you’re back at square one. What if your friends don’t like the new one? What if you get involved with the new one and end up longing for the old one?

If WoW is the longterm relationship that’s soured over time, SWTOR is that guy that you like spending time with, but you’ve permanently friend-zoned. Sure, he has a lot of things going for him. He’s attractive, but not quite in the way that you’re interested in. He’s great to hang out with for a few weeks, but if you spend too much time around him, you realize he’s a bit rough around the edges, and quite frankly, a bit boring. Sure, there’s the promise of great things, but you suspect that if you rush into a solid commitment with him that you’ll quickly end up disinterested, and looking for something better. The prospect that he’ll be willing to do bad, bad things is somewhat attractive, but you suspect that too will lose it’s effect over time.

SWTOR certainly has the promise that it’s the MMO that will kill WoW, that you’ll devote endless hours to it, and that you’ll enjoy it the whole time. The character plotlines start off relatively good from what I’ve seen, but seem to lose interest after around level 30. The end game is pretty lacking, and that seems to be somewhat deliberate. SWTOR isn’t about killing bigger and badder monsters – at least not now. For now, they want you to play through the game several times, with different characters each time. This is something that I’m totally cool with, save one exception. Outside of class-specific quests, there’s a whole lot of quest repetition. It would be nice going forward if they would allow successive characters to get more and more exp for the class quests, so you can choose to do less and less of the repetitive “get me 16 rancor hide” style quests. And I admit, being able to embrace the dark side and do bad, bad things is totally awesome. But really, when every decision you make is basically to kill the bad guys rather than to help them to find redemption… it gets old.

There’s another, more obvious element leading me to compare SWTOR to the clingy, friend-zoned friend. A few weeks after the game released, they began sending out helpful emails. When I got my Bounty Hunter to level 10, for example, I was emailed a guide advising me of how to choose an advanced class, how to use my companion, etc. I thought that was a pretty nifty idea, considering that it’s obvious from General chat and grouping that a lot of people playing SWTOR have never played an MMO before. But this morning, I got another email:

It’s worth noting that I haven’t played my Jedi Consular for a few weeks now, because her storyline was getting dull and I needed a break from it. But it had only been a day and a half since I had logged into my account, since I’ve been leveling a Bounty Hunter and a Sith Inquisitor. I understand what they are trying to do – make sure that people don’t forget about the game, and that people don’t stop playing because they don’t understand what’s going on. But honestly, if the game was really, truly good, they wouldn’t need to do such things.

I like it, and I’m going to continue playing it. But I really see it more as a first person game where I can talk to other people on occasion than an MMO. And that, I fear, is one of the biggest aspects where SWTOR has failed. People start playing MMOs for the gameplay and the storytelling. They keep paying $15 a month because of the friends that they’ve made.

(It’s also worth noting that your first MMO is much like your first love – all others will inevitably be compared against that first one. My first was Everquest, and I’ll always long for epic class quests resulting in awesome weapons).

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