FlowerSunRain
Contributor
A good point, and cyclical is indeed simplistic at best (and yes frustrating). But a cube is far too multi-variable to analyze as-is. So cyclical ABCA is a good model for understanding. XvY is another. And any new meta will almost guaranteed have to be multidirectional to a degree. Before people even know what's what about X v. Y, they have to play around with the options out there, and this can be kinda "circular". Maybe more experienced players will finish this almost immediately and move to XvY, or ForceThisThingAlways, or whatever. Almost no model is a complete farce, just more accurate in some situations and at some times.
Every game will have a "feeling things out" period where strategies arise to beat other strategies which are in turn defeated by other strategies, but none of that is predicated on "perfect imbalance" as a design goal. A lack of system knowledge handles that just fine. As knowledge mastery is approached, the game presents other problems (execution) and this is perfectly acceptable. Trying to keep game in a stage of constant "discovery" via "a fluxuating metagame" doesn't actually happen. Metagames always settle or at least move linearly in response to increased mastery. In order to keep the metagame changing, game designers have to actually change the game. This is certainly a way you can achieve that result, but it can never result in a finished game. When your product doesn't have to stand up to repeated play in a singular form, you can take a lot more liberties with your design.