>>27340I can think of three ways of "naturally" balancing out the concept of a gameplay meta
1. extremely good balance that makes
everything situational and creates places for all the possible strategies
2. a small enough set of choices so as to reduce the distance between meta and off-meta configurations
3. a big enough
(massive) set of choices and exploitable mechanics so that the established meta is always a step behind emergent gameplay and creativity
1 and 2 are easy to understand, good balance so there are no "wrong" choices, and not having that many choices in the first place. the only game that I can think of that has successfully implemented 3 is the dominions saga and some single player roguelikes