Sylvius the Mad wrote...
Firky wrote...
I agree with what you're saying, generally, but I was surprised to find myself having the opposite experience of the Rock Wraith. They way it moved gave me cues. Like, it starts whirling around and (to me) that signalled to run/hide because it looked like it was doing a pull maneuver. And, if it goes into a ball, it's totally trying to bowl you over.
I really enjoyed this one because I could anticipate it.
And it required meta-gaming on your party.
I don't have any objection to meta-gaming when players do it. They're free to play the game however they like. But the game should not require or force metagaming. You used your genre-savvy to navigate that encounter, and in-character that's not an available option.
I don't think that's meta-gaming at all. If I saw a massive thing start spinning on the spot, I'd sure as heck run and hide. Same if it curled up into a massive ball. I roleplay my characters to have self-preservation instincts. Conversely, my character didn't expect a High Dragon to retreat onto a platform and let its offspring deal with me while it just sat back and tossed fireballs, then periodically fly back down for another round.
For my money, meta-gaming works both ways. If a developer states that they consider meta-gaming bad, then they had better have any people (and enemies) behave in a way that makes logical sense.
That said, I find a small amount of meta-gaming is practically unavoidable for seasoned gamers, especially those familiar with BioWare's style. The intelligent player
knows when they are making a choice, just like the character knows that they are making a tough decision, and they know there will be consequences. So the player, as the character, picks the choice that they think will give them the outcome they desire.
Take, for example, the expedition to the Deep Roads in DA2. I had the choice to take Bethany, or not, and kept getting hassled about it. This told me as a player "if I take her, something bad is going to happen." I didn't want to take her because I wanted her to be safe, but wanted to find out what would happen. So, I saved my game, and played through with her in my party. When I saw the consequence, I was impressed. Then I loaded my save, made the other choice, and played through the rest of the game. I *wanted* to see the alternative, so chose it and went back and made my "real" choice.
I did the same thing in DAO with Redcliffe and the Mage Tower. I expected something horrible to happen while I was away, but thought I might be able to get away with it, so did it anyway (and I did want to see how it would go pear shaped). Then nothing came of it and I was a little disappointed.
That said, to me, meta-gaming is a player choice. If a player
wants to meta-game and save and reload and see different outcomes, or possiblities, I don't see why other gamers or the developers should denigrate them for that. It is their choice to play the game how they want. A lot of people bandied about the term "entitlement" when people complained about ME3's ending. As a counterpoint, I'd contend that if a developer tries to tell the gamer exactly how it should be played, then that's a far worse case of "entitlement".
I don't imagine anyone from Looking Glass imagined people would play the first two thief games in "Ghost" mode, which is an entirely gamer driven set of restrictions, but that level of challenge and characterisation is a perfect example of why developers should not dictate how a game should be played.
If people want to meta-game, why should anyone else care how
they choose to play the game they have purchased? They certainly shouldn't be judged because of it.