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Meta-Matters on Game and Player

Meta-Matters

Michael Ubaldi  //  August 5, 2010


I play games how I play games.

S

o helpful that we risk trivializing it through overuse, the word "meta" bridges man and machine, introducing human values to data. Why I play games the way I do can be explained, if not exactly rationalized, by my preferences in meta-gaming. I have these . . . principles.

The point of Modern Warfare 2's multiplayer is to complete an objective or eliminate the enemy. Sometimes the means constitutes the end — no one can oppose you, after all, when they aren't alive. Compiled statistics for players include wins and losses and kill-to-death ratios, but I pay little attention to those. Often — after every match, when I'm on a roll — I'll instead check my accuracy rating, a percentage of hits per shots fired.

Modern Warfare doesn't account for suppression fire that, per the NATO definition, "degrades the performance of a target," so wild, sustained shooting is rarely a sound tactic. I'm not much for celebratory gunfire, either. I don't always remain faithful to high-minded gaming ideals. But sometimes, I don the hair-shirt.My ideal is fellow editor Ed Kirchgessner, who leads our entire shared list of Xbox Live contacts and shoots as if he pays by the bullet. At my present rate of increase I'll surpass him in four years.

I haven't remained altogether faithful to high-minded simulated soldiery. The "noob-tube," or rocket-launcher attachment for automatic rifles, is so named for its range, explosively deadly effect, and ease of use. I dislike losing my character to a blast; and for quite some time refused to equip a launcher. But the weapon has its purpose — quickly clearing a prepared enemy position at a distance — especially in a zero-respawn game-type. Yes, I acknowledge treading in the shoes of "That Guy," but maintain that I, to whatever extent is possible, play fair.

Sometimes I don the hair-shirt. My first character in Oblivion was a spindly enchantress. Healing spells could only hope to keep her alive. But the ruddy, stout warrior I picked some time later on was privy to the same spells. Weak as they were, they seemed an unsporting advantage. What did I do? Play through all twenty-odd hours of the Shivering Isles expansion leaving survival to health potions and bed sleep.

A World of Warcraft "tank" is the character who attracts enemies' attention — and sharp-edged, martial abuse — while his compatriots deliver their own volleys and swings. Many players of tanks, especially those leading 25-man groups through challenging dungeon content, prefer to choose talents and equipment that maximize their character's survival. I don't neglect armor and resistances, but my priority is "threat," or the capacity for keeping aforesaid attention. If my character dies, c'est la vie (or in this case, la morte). But if the monsters won't stay focused on my plated dwarf, I record a failure and step it up.

I can't be the only one. Customization is sine qua non; we crave it and demand it, though make up plenty ourselves.





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