Meta-game Structure: The Art of Intelligent Warfare The word meta-game is a commonly thrown about word, as well as topic, when talking about competitive strategy games, such as multi-player online battle arenas and real time strategy games. With the term being thrown about as commonly as it is most people don’t fully comprehend the exact meaning and the importance of its strategic use in these game types.[The first two sentences have little to no impact on the rest of the article. The second sentence sounds a little pompous, especially since it's unsourced. Additionally repeating 'common' seems unprofessional - I'd recommend using 'frequent' or 'often' if you want to keep both sentences. However I would strongly recommend only leaving the first sentence at most if you don't want to jump straight to the point.]
In simplest terms the meta-game refers to the use of outside information, this instance ['in this instance it']
would be the players’ intellect, to overcome the prescribed rule set, which would often be the most popular dominant[describing something as both popular and dominant is a little redundant as both have virtually the same meaning]
strategy that is currently in use. The meta-game is always evolving through the actions of other players trying to adapt a way to defeat the latest dominant strategy that made up the meta-game.
The majority of people will take the current most overplayed strategy and will go ahead and try to emulate it as best as possible as they see it has the highest potential of success compared to whatever the latest strategy that was in use by the populous[Populous is an adjective and therefore cannot be used as a noun as it is here, you could use Populace instead]
. The majority of people are not the ones that are on the front lines of the meta-game evolution
; the minorities of people are the ones that see what is currently being use and try to think what the next logical step would be in countering it[I found this to be an overly verbose sentence which I had to read twice. I recommend simplifying it to something along the lines of 'only a small minority of people observe the current meta-game and attempt to find the next logical step of countering it.']
. Meta-game is developed through the minority rule. This article will follow the meta-game in regards to mobas and more importantly the Aeon of Strife map style ones.[This is an introductory line. You can't put an introduction of what you will do when you're already 3 paragraphs into the article! Furthermore this is a confusing statement, if not a total lie. What do you think is the difference between a MOBA and an AoS map? They're both terms used to describe the DoTA game albeit MOBA is more recent while AoS is obsolete. Starcraft's Aeon of Strife had barely any metagame by the way so I don't see how that would be more important.]
To be able to be on top of the meta-game strategy you must understand the limitations of the current characters, the advantages of different combinations of item usages and how the current player base (aka hive mind) is currently using them. Although the latter is totally true[The latter's totally true? Does that mean the former is a lie? Why would you provide false information in an article? I'd remove this phrase as it's misleading and unnecessary.]
, the player base is not the only variable in changing the current meta-game that is in play. Patches released by the developers result in changes to the characters in the game and gameplay mechanics. Understanding your competition and the current over powered characters and their limitations is one of the few keys to success in regards to composing a new meta-game strategy.
“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle” –Sun Tzu, ['The'] Art of War
All strategic plays depend on several key factors, that without these you would not be able to succeed even if the strategic play is a potential steamroller. Key factors involve: map awareness, team composition and character builds, team coordination,[no commas necessary when ending a list with 'and']
A quick glance regarding the key factors:
Map Awareness compromises[Comprises, not compromises]
of close quarter combat, narrow passages, distance, fog of war, warding, mobility, evasive maneuvers and crowd control.
Team composition['Composition' - you've capitalized the second word in the other segments so this one should follow the rule.]
involves a balance team and synergy between team members.
Character builds involve a constant stream of cash flow, last hitting and being able to adjust a build based on what you and your team is confronting.
Team Coordination compromises[As before, comprises not compromises]
of communication; proper and informative communication.[I'd just place "proper and informative" in front of the first communication, instead of creating a complex sentence just stick with the simple sentence.]
Judgment compromises[As before]
of the virtues of patience and wisdom. Judgment calls are based off of knowing the limitation of the basic fundamentals of the game: character, item and map limitations. Prediction is also a factor in judgment calls; once you understand how certain characters and your opponent you[I think you were going to put a verb after 'your opponent' (interact, maybe?). Currently the sentence makes no sense.]
can predict their movement.
[centre]A quick look at some strategic plays that have been known to be well used:[/centre]Trilane:Description:
Normally involves a carry being helped out by two other characters in lane from the start of the early laning phase. The two support characters will ultimately become under leveled in that lane, but if played correctly the carry will have more gold, will be able to deny the other enemy lanes farm as well as the two other characters will be able to keep the carry safe till she/he[s/he]
will be able to fulfill her role. This also leaves two lanes with solo lane making them more financially stable and higher levels. A feasible tactic in trilane['in a trilane']
would be to have one or both of the trilane members to['to' is unneeded.]
be a ganker and/or support character.Advantage:
This is a more defensive play as it tries to keep the carry fed and safe that is if done correctly
.[You need either a comma or a dash to separate these clauses (i.e. '...safe - that is if done correctly') or place the latter clause within brackets.]Disadvantage:
Not many people understand the full roles that are predetermined in a trilane. If not done correctly it will be losing the carry money, levels and kills. Extreme push:Description:
Another 1-1-3 lane like trilaning[this should be in between two commas or in brackets.]
except this is a short term strategic move. It involves a quick gank to take out the opposition while they are over extending in the lane that is going to be pushed, then quickly pushing and taking down the tower and then backing up.Advantage:
This is a low risk high reward play. The highest potential gain would be to get two kills and a tower.Disadvantage:
If done incorrectly the worst scenario would be no kills and no tower kills. If your['you're']
new to the game you could probably do worse than that. Turtle:Description:
A strategic play involving no offensive attacks, instead mostly having the team stay on defense until the enemy team makes a mistake. In some instances it involves tower hugging, staying close to a tower, making sure you are not pushing your lane far out enough that you may be ganked.Advantage:
Being able to farm up and level up without making any game changing mistakes.Disadvantage:
Besides the boredom factor going through the roof, this is one of those plays that has a very low disadvantage value. Backdooring:Description:
This is a quick play involving a character (with either a high damage output, high attack speed, or a combination of both: ex. semi-carry) going into a lane and taking out towers while the enemy team is being distracted. You go in, take the tower out and get out.Advantage:
You are able to gain a tower kill and get out without the team noticing.Disadvantage:
You die in the process of trying to get the tower. Jungling:Description:
This play involves a character leaving lane['the' or 'a' lane.]
to farm in the jungle. Doing so he gives the team an extra solo lane in which, if done correctly, that teammate will be able to farm up enough gold and levels that would be equivalent to mid.Advantage:
If done correctly the jungler should be up to the same level or .5 exp behind the solo mid level and will be able to gank.Disadvantage:
Getting the most gold and experience as fast as possible almost always creates the same jungling pattern which leads to predictable movement and can be easily ganked. Dual Counter Jungle aka Hunting:Description:
Dual Counter Jungling (DCJ) only works when the opposing team has (a) a jungler and (b) you can predict the movement of their jungler. Two people go into the other teams jungle and wait for the other teams jungler to go to the first creep spawn. There they gank him and take his creeps and continue to do this until he stops jungling, if he even does stop.Advantage:
This gives the DCJ team three solo laners which increase their level and gold income if done correctly. This also disrupts the enemy junglers level gain, farm, and if any enemy opponents come it disrupts their farm and level gain.Disadvantage:
DCJ will be under leveled by a small amount but not as under leveled as the other teams’['team's' as there is only one other team, not multiple.]