Review: Boluk and LeMieux’s Metagaming:

Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames

As a topic, ‘Metagaming’ is heating up. Generally used as a catchall term used to describe all the ways in which games interface with the contexts in which they are played (Garfield 2000), discussions of metagaming have seeped into a broad range of competitive play communities (Abbott 2016; Masisak 2011). Academics also are learning to pay heed to the role of metagames in shaping communities of play and informing game design practice (Kow, Young, and Tekinbas 2014; Carter and Gibbs 2013; Carter, Gibbs, and Harrop 2012; Donaldson 2016). Nevertheless, discussion on the topic has been, for the most part, scattered, sparse, and balkanized. Continue Reading

Engineering Evolution

What Self-Determination Theory can tell us about Magic: The Gathering’s Metagame

In the world of collectable card games, something curious is happening. Over the course of the last two-and-a-half years, three of the largest and best-respected card game developers—Wizards of the Coast, Fantasy Flight Games, and Blizzard Entertainment—have been scrambling to adjust the release cycles for each of their wildly popular (and staggeringly lucrative) card games. In the case of the latter two companies, these adjustments might be dismissed as the developers ironing out wrinkles in the new, untested systems that undergird their products’ popularity; doing so cannot, however, account for the fact that Wizards of the Coast’s previous model was employed to great success for over two decades, and that both Fantasy Flight Games and Blizzard Entertainment based their business models on adaptations of Wizards’ original system. So, then, why the change? Why now? Continue Reading