Monday 19 August 2013

Is Metagaming really that bad?

For those that don't know, Metagaming is when you take an action in a video game that kind of breaks the fourth wall, and lets your character in on info that the player knows, but their character doesn't. The best example of this is when you're stuck on a bit of dialogue (or you're not sure what choice to make) in a game, so you look it up on something like Wikia. Example: You're wandering round the beautiful wilderness in Skyrim, and come across a man who has two bunnies; one white, one brown. The man can only afford to feed one and intends to cook the other, but asks you to chose because he hasn't the strength. He turns his back, sobbing. At this point, you have three choices:
  1. Kill the white bunny,
  2. Kill the brown bunny,
  3. Backstab the man and steal his stuff (including the bunnies),
  4. Surprise Nicholas Cage appearance: PUT THE BUNNEH IN THE BAWX.
Now the problem with this is that if you let the white rabbit live, it appears later outside your house; and if you feed it a grand soul gem, it turns into the Great Rabbit of Prophecy and spawns an incredibly rare sword called Gutfücker, which... OK, I'll stop that now because it's rapidly becoming silly. None of that paragraph was true. But there are better examples that have actually made it into RPG games. In Skyrim (for realzies this time) there is an annoying jester you meet on the road. If you kill him, it prevents an entire questline from kicking off (The dark brotherhood). As mentioned two posts ago, there are several very minor and seemingly unrelated bugs that can stop you from acquiring the Windhelm house, Hjerim. Most of the thieves quest storyline gives you the option of killing people or letting them live, with loot and sidequests made available or unavailable based on these decisions. The most common criticism is that in real life, you wouldn't be able to look ahead and see the consequences of your actions. But then in real life, there are an unlimited number of outcomes, and you have full control of how the outcomes play out. If you let someone live but they go on to later betray you, it's largely because there was no option on the dialogue tree to incapacitate them instead of killing them, or alerting the authorities, or getting someone to keep an eye on them. And that's assuming the options are written clearly - in Mass Effect, one of the first sequences involves Shepard telling a researcher that they can 'sort out' the researcher's gibbering co-worker. The speech option doesn't say "I can sort him out (smack him in the head with a gun butt)," it just says "I can sort him out" or something similar and then you hit him in the head. And because of the arrangement of the dialogue wheel, it's almost impossible to play as a female and not flirt with the male crew members without berating them for their unprofessionalism. The speech option to advance the romance is always in the 'paragon' spot, and the option to shoot them down is always a renegade one, so whatever happened to letting them down gently? In the end, the problem with metagaming is that it's not a case of 'spoiling' the story, it's more a case of making sure that the story isn't going to spoil itself if you choose the wrong option. Maybe it does sound like cheating, but the fact is, we're not really making an open choice and experiencing the consequences, we're choosing one of a set number of options and experiencing what the programmers think is the consequence. And that isn't real life either.

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