Playing with people who are better than you is easy. Just accept they're better than you and keep losing.
Decide if you are comfortable with your current skill level or not. If you want to get better, train up. If you are happy with your skill level, then keep losing. That's fine, and I think its healthy to decide to place limits on your skill.
Skill is an infinite treadmill: you can continuously get better at pretty much any subject from now till the end of time. Deciding when to get off the treadmill is just as important as deciding to stay on.
> Games of skill are less appealing if you know a certain person will always win.
I disagree. I will always lose to Magnus Carlsen in Chess. I will always lose to my friends in (insert any FPS game here, I'm bad at all of them). I will always lose to Mew2King in Super Smash Bros: Melee.
My inability to defeat the greatest players of a subject does NOT make the game less appealing. Indeed, I often times seek out the challenge of stronger players, especially when I'm explicitly trying to get better at the game.
Losing constantly by playing vs players who are better than you provides a learning experience. You should find other players you can win against of course: you'll never learn to win if you keep losing. But losing teaches you what bad-habits you've formed from playing vs weaker players.
I think that's the key: losing all the time is unfun. But I can definitely take "losing for a whole week" or "losing for a whole month" in a row, especially if its for training. Finding players of lower skill, equal skill, and higher skill, is important.
This doesn't mesh with why lots of people play things. It's play. It might just be a nice way to pass the time. I would rather play basketball against someone my level than Steph Curry playing all out. I'm not playing to win or even to get better (getting better is fun, but isn't the point). I just want to have fun.
For many kinds of play, if you have to train for it, you may as well play something else.
I used to play table tennis against my grandfather when I was in my mid teens (he was on the young side). At first, I needed a 15 point head start for it to be close (first to 21). After playing every day for a couple of months we started on equal terms and I only mostly lost.
That was fun! I learned and improved but also every point I won was a victory. Had I played against a professional I'd probably never have won a point, never have got better, and quickly got disheartened. There is just a limit past which the skill gap stops things being fun imo
I use to play during lunch at college, but sometimes there were only asians to play against who hold the bat upside down and hit the ball so fast you could barely see it.
After a while I managed to return the ball back and forth a couple of times, maybe they were going easy on me tho :)
And I don't find some games fun anymore if you or anyone around the table goes in for the kill; simple example that most people will know; monopoly. There are strategies to almost surely win but it makes the game boring and even annoying for everyone involved. So we usually added rules to prevent those strategies. If someone 'is better at that' it means he/she is a boring/non-fun player and no-one will play anymore after 1-2 games. In general; there are a lot of games really not fun at all for people who always want to win no matter what.
The point of Monopoly is to make money for the owner of the trademark, and condition people to buy games based on inertia, advertising, and nostalgia rather than complexity, balance, or fun.
Fortunately we have a plethora of much better games now. I think monopoly will be a quirk of history soon. How many boomers have never played monopoly (and hopefully never will) because they have so many other games to play.
I don't understand. Boomers? People born between 1946 and 1964?
I think most Boomers in North America and Europe have played Monopoly at least once. "Monopoly has been translated into 47 languages. It's played in 114 countries. It's sold more than 275 million copies. Hasbro prints $30 billion in Monopoly money each year, and well more than $3 trillion has been printed since 1935." -CNN https://www.cnn.com/2015/03/19/living/feat-monopoly-80th-ann...
and interestingly enough, the inventor of the original Monopoly (Elizabeth Magie and "The Landlord's Game") created an alternative rule set called "Prosperity" that was intended to balance out the Matthew effect [1] but this was left out of Monopoly when it was allegedly poached from Magie's game.
I am not like some kind of avid Monopoly player; I play a game on a dead rainy sunday afternoon at family gatherings. They won't have Acquire etc. They have scrabble, monopoly and a bunch of other older but very well known games.
I have not played it with only adults for a long time, only with (young) children mixed and parents/family; there are a lot of examples to ruin the game (for me and kids and most adults except 'the winners' (woohoo! I beat some kids at a boardgame!)); one of them (one of the most annoying imho) being that if you pick up (at least) 1 of every monopoly and then refuse to trade/sell unless it's for crazy amounts. So no-one can have a monopoly; then it's just a tiresome waiting game, so people (esp kids, but me too as i'm bored already thinking about it) are going to forfeit or will just buy stuff at stupid prices hoping to get lucky (which they won't usually). You don't need to do that and you can just 'sit it out' but it ruins the game element completely. Ofcourse this requires luck with the dice but more often than not, the monopolies are quite evenly distributed in my experience. It depends what you get, but if you have this hand, then you will probably win by tiring everyone else out (especially because really no-one else cares about winning; we were just wanting to have fun).
> It's like beating you is all that matters to them
It does, which is weird considering this is not actually real life or real money; it's (can be anyway) a nice boardgame on a rainy sunday.
We had a house rule where no trading could happen until all the properties were owned by someone. Created a frenzy and lots of excitement waiting for the last one to be rolled on.
> This doesn't mesh with why lots of people play things. It's play. It might just be a nice way to pass the time.
If training isn't fun, then don't train up. Instead, learn to be satisfied with losing.
Which is fine: I'm satisfied when I play a decent game (but lose) against stronger players. I probably was going to lose anyway.
Being satisfied with your skill level, and learning to enjoy a game without necessarily improving at it, is important. For most of us, playing games is just a hobby. Our professions... the skill we ACTUALLY practice to get good at throughout our lives... takes priority over our hobbies.
Part of what makes a hobby a hobby... is the decision to remain weaker than professionals at that skill. I'll never become as good of a Harmonica Player as Magic Dick (who played "Wammer Jammer": https://www.youtube.com/watch?v=a0q2Vy3fx2I). But that's fine, because Magic Dick is a professional Harmonica Player.
I believe you're imagining a scenario where there isn't much of a skill gap, e.g. a match between a newbie and a competent amateur; a competent amateur and a professional; or a professional and a grandmaster. Losing to someone who's still "within your sight" can still be fun, because there's still an element of challenge to the game, and there are still stakes—i.e. you can still control how badly you lose, and therefore there's still something to strive for (to lose by a smaller margin.)
But when your level of skill gap with another player is too large, such that you won't learn anything by playing them and the entire match will be under their control 100% of the time, then there really isn't any point in playing them, and you'd be far better off—both for your enjoyment, and for your growth—to play against a weaker player.
It might be fun to have a sprinting match against your local state champion. It might even be fun to have a sprinting match against Usain Bolt. But there's no point to having a hypothetical sprinting match against The Flash. You wouldn't even leave the starting line before he crosses the finish line. There's no gradation of success available to you. You're simply crushed.
Likewise, there's no point, if you're a five-year-old, to trying to (seriously) arm-wrestle an adult. Your undeveloped strength will be overwhelmed without accomplishing the slightest movement of the opponent's arm, right at the beginning of the match, every time. You won't even get to practice the skill or build the muscles involved in arm-wrestling.
> But when your level of skill gap with another player is too large, such that you won't learn anything by playing them and the entire match will be under their control 100% of the time, then there really isn't any point in playing them, and you'd be far better off—both for your enjoyment, and for your growth—to play against a weaker player.
Unless you're playing in an exceptionally small or dying gaming community, most video games and online board games have good matchmaking services, which provides a quick-and-easy matchup to people of similar skill levels as you.
A lot of the discussions in this thread are about Overwatch (one of the most popular video games right now), or Chess (one of the most popular board games). You should have no issues finding opponents close to your skill in either of these games.
Er, the article is clearly about "participatory games" (either single-player games with leaderboards, or multi-player games intended to be played with friends or family-members rather than strangers) and how they should work vis-a-vis accessibility considerations, like "assist modes." Should a speedrun of a game appear on a leaderboard if you had to play with aim-assist due to Parkinson's? Etc.
If there's an ELO matchmaking system in place, then the whole discussion—"How to play with people who are better than you"—is moot. So, for the purposes of discussion here, you should probably assume that there isn't such a system in place for the game in question. (The people who are bringing up examples from games with ELO presumably haven't read the article.)
Huh, you have a pretty different perception of what makes a thing hobby vs. work. For me, a hobby gives you a permission to get better - because play is an important part of getting better. Whereas at work, you're constrained by the context in which your work is embedded. For instance, when working on a hobby project, I can afford to do each piece of it right, to the best of my abilities - whereas at work, I have to deal with things like team velocity, time to market, list of features driven by sales instead of utility, etc. - all of which preclude doing great work.
At least for me, part of the motivation with playing things is the idea that it is practice, and discipline, and improvement. Part of it is escapism, to be sure, but not all of it.
This is where each of us is unique mix - I couldn't care about improvement in things I do for fun. If it comes naturally, great, if it doesn't, same great. I know many people who aren't like that, especially competitive ones (which I consider a rather big disadvantage in life if one of your goals is to be a happy content person).
The only reasons I do it - to have fun and relax - is already there, it doesn't get better the better I get since there is not top level cap. One example - I do climbing, in & out. If I climb 4c (french grade, which is very beginner level), say after some accident or other longer time off, its the same type of challenge as climbing routes at 5c/6a level after some training period. It really doesn't change anything for me, the challenge, fear of fall/death, pushing through it and sense of accomplishment is the same.
Maybe not the best mental wiring to achieve most in life in measurable aspects like career or net worth, but sure as hell I can be happy with little. It is great. I wish more people were like this.
In my sport, I train and enjoy competing as hard as I can.
I find the highs I enjoy from winning over a player who is a similar or higher skill level than me outweighs the disappointment of losing to someone I shouldn't. And it seems the better I get, the less often I seem to lose to people that I shouldn't. I enjoy seeing that progress and enjoy competing against better players.
I've lost close matches and still enjoyed every second too.
I'd add to that. I think this doesn't just vary person to person, but also game to game, and even moment to moment. I'd compare it to food, in that it's not one size fits all, even for a given person and a given point in their life. Sometimes you want steak. Sometimes you want ice cream. You ought to eat some veggies. Sometimes you just need a damned cup of coffee.
If someone is off the scale better at something, playing becomes tedious and boring. That's not really fun to pass the time (or as a sport; when I go to kickboxing, I don't really expect the guy in our gym who won the EU championships a few times to KO me all day long like if he is competing to an equal). The reverse is true as well; unless teaching, why do they want to play with you. Boring for them too (unless they have gigantic ego's and get kicks of winning from anyone).
Steph Curry probably enjoys just being on a basketball court, even playing against people of much lower skill level. No reason he can't still work on perfecting his jumpshot for himself, even if it's only me guarding him. Lots of people practice shots by themselves.
I'm speculating here, but I think people who don't enjoy it on some level usually don't make it to that highest level in sport. Every top-level sportsman I can think of looks like they enjoy it.
It doesn't matter if you lose - what matters is that you feel like you have some involvement in the game. Good games are like conversations - you can enjoy a conversation with someone who's way more knowledgeable/smarter than you, but not one where you don't get a word in at all
If I was playing against Steph Curry, I would try to come up with achievable goals, such as trying to defend well enough to force him to take a jumpshot instead of a layup, trying to make one of my own shots, trying to get him to fall for a pump-fake, trying to get a steal, trying not to fall over, etc.
Winning may not be, but there's always an achievable goal you can strive for.
Doesn't seem like you are playing to pass the time, in that case. Seems like you are playing to win. The difference is in the former case the play is the reward in itself and in the latter case you need to feel victory over someone. Seems crypto-competitive and kind of weird for that reason.
Realistically, that game would be Steph Curry having ball all the time dancing around you while you dont touch ball except initially. It would also make Steph Curry score within 3 sec from gaining the ball.
Overall effect is that you do nothing. There is no strategy you can use or think about, no time to try trics with ball or even shoot or dribble.
One reason it is not fun is that the less good person don't actually get to be active in play - he will be effectively in much passive position and it wont even be challenge.
I would love to lose a game of basketball against Steph Curry, would certainly be a fun experience. But it would get old fast as he would certainly crush me every time.
If my goal is to get better at basketball, playing against Steph Curry is not useful. Learning happens most efficiently when the challenge is somewhat above your current skill level, but not enormously so.
If someone just recently started going to the gym, would you put a 300 pound barbell in front of them and tell them to lift that, and assume they're a loser if they don't get any enjoyment from failing to lift it?
That isn't a very good comparison. Lifting weights isn't a competition in the way that basketball is. I want to say the latter is more "zero-sum", but I'm not sure if that's correct terminology.
I would probably have fun shooting free throws with Steph Curry, even though I would be lucky to make as many as he missed.
That's more like the weight lifting you're comparing it to - the competition involves artificially choosing the other person as a benchmark, and I can work against whatever internal benchmark I want.
This is very different than a game of one-on-one, where it's his job to change how I interact with the ball (which he would, to the point of meaninglessness) and vice-versa (which I would fail at to the point of triviality).
It's not strange (or a personal failing) to find that less interesting.
" I would probably have fun shooting free throws with Steph Curry, even though I would be lucky to make as many as he missed." I think you're underselling yourself (or Steph) with it. He makes over 90% freethrows, which would mean - for the sake of your argument - that you'd be "lucky" to make more than 10% of your freethrows. I think you are better :) (sorry for this nitpick)
I had meant to restrict my weight lifting comments to the kind of weight lifting that goes on in gyms (what was being discussed upthread). And I have to confess I don't know much about those sports you named, but do the participants really interact with each other like they would in, say basketball or soccer? Maybe there really is a rule like "there are a finite number of weights, and each can be lifted by at most one person", which would be pretty similar to "there's only one ball, therefore only the player with the ball can score"? And therefore being paired with someone who vastly outclasses you wrt lifting weights will effectively render you unable to participate (by taking all the weights you can lift, similar to taking 100% of the possessions of the ball).
I think you are reading things into 'play' that aren't there. What you seem to suggest is that naming anything 'play' makes it impossible for you to not get enjoyment out of it, since there are no conditions for you to consider it play?
Yea there are people who enjoy the act of training and people who do not. Personally I'm the former but it's easy to understand why people don't want to turn a game into work.
The issue isn't you lose to Magnus Carlsen. The issue is that when you play chess, all you can play against are wanna-be grandmasters who drive the skill floor up to the point where you need to make a heroic effort just to be mediocre.
You have to understand, you are making the hardcore fallacy; you assume everyone will stick to the game no matter what and take whatever abuse or steps they need to git gud. It doesn't work that way; what happens over time is the better people raise the skill floor by driving weaker players out.
And increasingly the skill floor is getting ridiculous. Overwatch University on reddit recommends players post videos of matches for point by point analysis on how to get better, and half the posts are just frustration in dealing with the drudgery of playing so many matches to even climb.
> half the posts are just frustration in dealing with the drudgery of playing so many matches to even climb
This has nothing to do with skill floors or ceilings.
Then play newer or different games. Overwatch has been out for a while by now. Chess has been out for a rather long time by now.
> The issue is that when you play chess, all you can play against are wanna-be grandmasters who drive the skill floor up to the point where you need to make a heroic effort just to be mediocre.
On chess.com you start at 800 ELO, on lichess.org you start at 1500(?) ELO and rapidly decline if you lose many games, until you get around where you should be. You do not need to make "heroic effort" in order to start gaining ELO. You do need to learn basic chess theory like how much the pieces are worth, and some strategy, etc, but it's really not that bad if you genuinely like chess.
> It doesn't work that way; what happens over time is the better people raise the skill floor by driving weaker players out.
Alternatively, people who play push the game forward and make exciting breakthroughs, keeping the game fresh. No one is forcing you to play a game that you don't like. There's no point in shaking our fists at the sky because we didn't start playing a game right when it came out.
Games are fascinating when they -don't- explicitly cater to new players. TF2 is a hard game, yet it's one of my most played games at ~1700 hours. Why? Because I was able to improve and because it has a high skill ceiling (and floor) for certain playstyles.
Pressing Shift to rocket up as Pharah is totally boring compared to learning how to Rocket Jump as the soldier. Learning how to do that took me weeks, yet it's now one of my favorite aspects of TF2. I have hundreds of hours in tf2 just on jump maps- something that wouldn't be possible if TF2 were designed to have as little skill floor as possible (like overwatch).
I would think the ideal to aim for would be an "easy to learn, hard to master" type game. Chess fits this model well, especially with the ELO system matching you with players of similar skill levels so you can improve incrementally. CS:GO, which I used to play, had a similar thing (though it was plagued with other issues).
TF2 doesn't seem to have this option and thus new players don't get much of a chance to learn because they're immediately thrown in with people with 1700 hours of gameplay and don't get a chance to learn the necessary skillset incrementally by climbing a ladder.
Of course. Matchmaking is another issue. Even the new call of duty has had issues with its Super Balanced Matchmaking (SBMM).
However I disagree that people don't get a chance to learn. Unlike chess, tf2 is a team game, so even if the teams aren't super balanced it's still possible to play. Unless one team is absolutely stomping the other, which happens more frequently ever since tf2 made some matchmaking changes in the Meet Your Match update- that's a different can of worms.
> And increasingly the skill floor is getting ridiculous. Overwatch University on reddit recommends players post videos of matches for point by point analysis on how to get better, and half the posts are just frustration in dealing with the drudgery of playing so many matches to even climb.
Is Overwatch truly a game that you fundamentally enjoy, win-or-lose ? Or is Overwatch the kind of game where you can only enjoy it if you win?
If playing more Overwatch is "drudgery" to you, then perhaps you should quit. You should enjoy the games you play. I am serious: there's no real reason to stick to a game if it is making you feel bad. We should play games for enjoyment.
> you assume everyone will stick to the game no matter what and take whatever abuse or steps they need to git gud.
My assumption is that a good game must be enjoyed by the "losers".
Bowling, Golf, and races like 5k, Marathon, and video-game speedrunning, have no "losers". Its just people aiming to improve their own score over and over again. Maybe these games are more suited to your personality.
I have a 14-minute Super Mario World (SNES) speedrun (11-exit). Its not world-class or anything, but I did have to practice and study to get to that point. So its a thing I'm proud of.
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But yes, I truly do enjoy competitive games that I've chosen to play. BlazBlue, Super Smash Bros, and Competitive Tetris, and Puyo Puyo... I've played these games a lot because I enjoy them, win or lose.
Frankly, you are NOT going to get good at a competitive game unless you enjoy losing a LOT. The best players in the world are incredibly talented, with insane reaction times. And now that I'm over the age of 30, my reaction time has begun to decline, so I'll never be as fast as I used to be. Chances are, I'll never be a world-class fighting game player, its too late for me. Reaction times peak at around age 24 by the way.
That doesn't change my enjoyment of Blazblue or Super Smash Bros. But its something I've accepted in life. I still have a lot of fun playing the game even if I'm locked-out of being a world class player.
Rats won't play with each other unless the smaller rat wins 30% of the time, even though he will lose every game if the larger rat chooses to do win every game.
A decade ago Call of Duty 4 introduced an under-barrel grenade launcher for the m16 rifle as a way to get easy kills even if you could not aim. The devs called it 'first order optimal strategy' and players called it the noobtube. CoD4 did the right thing, every new player still gets stomped but it ends up being roughly 4-20 instead of 0-24. Game design on this matters.
Honestly, I don't understand the sentiment of "if you're losing, just get better". That's not what games are, socially. You can have contests in high jumping or pi recitation, but no one organizes weekly games of reciting pi. The definition of "game" is an endless debate, but all of the central examples have both winning and replayability. If you can't play two sessions in a row and hope for something novel the second time, it's probably not a game at all. And part of what makes a good game is providing ongoing interest for many players.
I like chess, but I almost never play chess against anyone I know.
It's too skill-based, and (ironically) too interactive. The better player reliably wins, substantial handicaps warp the game, and at least at amateur levels the better player is often completely dominant. Not only is there no hope of winning, there's very little room to make a good play or try an interesting strategy. If two random people who are familiar with chess sit down to a game, it's very unlikely to be an interesting experience.
There are a lot of ways to mitigate this problem. There are "low skill" strategies that prevent blowouts without dominating (e.g. CoD4), rock-paper-scissors strategies (Stratego), graceful handicaps (Go), or satisfying play while losing (Catan). And of course, hidden information and randomness provide novelty in many of the most popular games like Poker.
Chess is not a bad game by any means, but it's not a party game either. "Accept that they're better and keep losing" is good advice if you want to improve at chess, but it does nothing to provide entertainment for mismatched players. There's nothing wrong with wanting a game that's fun, rather than just educational.
A good way in game design is also to introduce randomness. Hearthstone is definitely a skill game but even with massive skill difference the win ration will more likely approach 60-40. It's good for new players to have fun and stick to it.
I stopped playing Starcraft 2 after I realized that there is just no chance of getting anything done unless sinking massive time into it to train.
Randomness is a very popular (and good) answer to skill gaps, but it's also a dangerous knob for game designers to turn.
I quite enjoyed the early days of Hearthstone, including the random factors in who won. But successive releases kept adding more randomness, and specifically uncontrollable randomness, until I quit the game. (It may have improved, and this didn't make it a bad game. It just wasn't for me anymore.)
Most people recognize that War is a bad game, because it's entirely random and has no element of choice. But a game like Mario Party is full of choice, and yet the random payouts are so large that skill is often irrelevant. Even near-perfect play can be dominated by random factors, and those random elements (specifically, bonus stars) aren't numerous enough to average out over the course of a game. That's what broke me on Hearthstone: the feeling that the randomness that was too scarce to average out over one session, too potent to avoid or overcome, and too unconstrained to strategize around.
At the far end of that spectrum, a game like poker consists almost entirely of strategizing around randomness, because the random factors are common enough to view statistically and only indirectly produce winners. And so the better poker player will win pretty consistently, and having fun across skill gaps starts to become difficult again. (Hence the popularity of moderate-randomness card games Euchre for social play.)
Randomness is often a good addition to games, especially in combination with hidden information. Not only does it make play across skill gaps worthwhile, it makes them more replayable. But there's a lot to be said for adding it carefully, in places where players can exert some measure of control.
> A good way in game design is also to introduce randomness.
Randomness management is one of the main transferable skills from one game to another. Most good Poker players tend to be able to easily become good at other games with randomness.
Huh, the under-barrel grenade launcher anecdote would explain why, when playing Alien vs. Predator multiplayer with a bunch of colleagues some 12+ years ago, I was being repeatedly told to never use the pulse grenade launcher under standard marine rifle, because "it ruins the play".
The problem that I see is that it is often difficult to learn when you are going against someone who is sufficiently better than you if they play their hardest.
For example, in martial arts an important skill for a beginner is recognizing openings in an opponent's defense. However, an experienced fighter has few openings (so the beginner gets less practice) and can often defend against an attack even if they were open (so its difficult for the beginner to recognize when they successfully identified an opening).
At the early stage it's often a better teaching tool for the experienced fighter to purposely use a strategy that tends to create openings (e.g. by using more aggressive strategies rather than counter attacks), to fight with a handicap, or even to purposely leave themselves open and allow the beginner to score a (non-damaging) hit.
Go uses a very elegant handicap system of spotting stones. The weaker player essentially takes between 1 and 9 scripted moves before the actual game begins.
It's an excellent system for several reasons. Most obviously, it largely preserves the flow of a "normal" game, whereas something like handicapped chess has completely different opening play. But another major benefit is that it remains a good way to practice for equally-skilled play. The skills used to overcome or capitalize on a handicap transfer effectively to playing out a weak or strong position in a neutral match. There are relatively few handicap-specific strategies to play, and "irrational" play is generally less rewarding in handicapped games than simply mismatched ones.
(I doubt this applies in martial arts, but in many games a heavily-outmatched player is actually rewarded for bad play. If their odds of winning on performance are bad enough, they'll succeed more often by making surprising or high-variance moves and hoping for an error. There's an excellent story from DF Wallace about how as a teen he won local tennis tournaments by simply playing safe and waiting for unforced errors, but actually had less upward potential than the people he beat. When unforced errors became scarce, he had no strong play to fall back on.)
Interestingly, the handicap system could be extended beyond nine stones without losing too much elegance, but by tradition it isn't. It's understood that across any greater skill gap, it's essentially impossible to play a real and educational game. The weaker player won't be able to trace why a move is good or causes them to lose, and so handicapped games should be replaced with either direct lessons, or play tailored to education instead of competition. It sounds a lot like the situation in martial arts, and I suspect holds across a great many other games and competitions.
Chess is a particularly poor example for your point because piece odds (the better player starting without a piece... escalating from pawn to queen) is a really good handicap system that not only makes the games more interesting but also gives each player more useful training. The better player how to play when behind and the worse player how to try to win with a material advantage.
And you probably aren’t learning valuable lessons just losing to a much better player over and over again straight up. They won’t be the type of positions you’d get against players of your skill level. A much better player is likely getting decisive advantages out of the opening or early middle game, whereas especially at lower levels the middle game and endgame are much more important.
It depends on the game. Eg. I'm fairly advanced in Brazilian jiu-jitsu (~10 years of practice, brown belt).
The typical approach that I also follow is that when I want to practice some technique I'm not well familiar with, I try it on white belts first, iron the obvious wrinkles out, and then I keep on going up the skill ladder until I'm able to execute it on my equals.
As I practice it against stronger and stronger opponents, I'm correcting increasingly subtle errors (that they're capable of using against me, while I could get away with them against weaker sparing partners).
It would be more difficult to try new stuff against someone of equal skill straight away, it makes much more sense to work your way up gradually.
It's obviously a physical, but still highly technical sport - and I imagine the same may hold true for many competitive activities.
Maybe. Another interesting paradox about it, as one of my former instructors once pointed out, that it's actually harder to submit a white belt than to submit a blue belt :)
The former one may be more clueless, but offers 100% ferocious defence without attempting any reasonable attacks of his (or her) own.
You can sort of see how progressing to the next step - from white to blue - is an inevitable setback of sorts.
Funnily enough, this phenomenon vaguely makes me think of the "trough of disillusionment / slope of enlightenment" syndrome (the hype cycle)
As I remember, someone who put together a study of highly mismatched chess games reached a similar conclusion. Strong chess players often play longer games and lose more material when their opponent is thoroughly unskilled players than when they're merely somewhat weaker.
It's possible to beat weaker players more efficiently, but it requires consciously "playing down" to set simple traps and grab materiel quickly. Otherwise, a clueless opponent will disrupt "sophisticated" plays by accepting losing trades and ignoring threats. It lowers their chances of actually winning compared to a better player, but pushes the game towards a drawn out chase.
And yes, I think there's certainly some truth to the hype cycle comparison. They both remind me of the "four stages of competence", where people in the middle two stages of "conscious" execution can be slower and more uncertain than either trained or untrained instinct.
Not necessarily, Day[9] (one of the best US starcraft 1 players) had a great podcast where he explained why playing against worse players can still be massively helpful.
If they are to snooty to play with those with less experience/skill to help them learn the game, and to help the joy of their game spread, then that is their problem. Let them stew in the boredom of only ever playing against the few they consider worthy while the rest of us have a good time!
>I disagree. I will always lose to Magnus Carlsen in Chess. I will always lose to my friends in (insert any FPS game here, I'm bad at all of them). I will always lose to Mew2King in Super Smash Bros: Melee.
That's one data point. But I'm sure valve or blizzard or any company with an online gaming community has stats on retention and knows who people want to play with in aggregate. And generally when you play online you get paired with someone with a similar MMR/ELO.
From this I infer that the statement from the article is generally true.
Yeah, which game of skill is also important. As I commented below, more modular games like squash, where you can get a point here and there, can be played like this. A 600 ELO point difference in chess basically means you will never win, and it becomes futile, and crushing.
I have great fun playing chess with a friend who easily has 600 ELO on me. Before we start each game, we agree it will be one of three types:
1. No holds barred. (I always lose, but nearly won once when they were very distracted.)
2. Like no holds barred, except I can take back my previous move && they sometimes offer “Are you sure that was the best move?” when I’ve done something especially wrong.
3. Them vs. them + me, where I have full access to their skills and knowledge. They suggest moves, and I can ask whether a move is/was a good move, what move they would make, etc. This unsurprisingly results in a 50/50 win rate.
This has been very useful for learning because it balances out the learning with just enough “winning” to keep the game fun.
It's only futile if your main / only goal is to win. I tend to view playing much stronger opponents as an opportunity to learn (especially if they are taking the time to explain things). In that sense, it's a massive "win". Alternatively, you can always redefine a "win", e.g. as getting a draw out of a 400 ELO higher opponent. It's realistic and shows that you are progressing in a positive direction.
If your intention is to improve you are probably better off spectating than playing. Playing against stronger players of any game is an interesting experience but observing stronger players is more educational since you can do so from an emotionally detached position and you don't have to dedicate the majority of your concentration to playing your side of the game.
> but observing stronger players is more educational
I disagree strongly on that. If stronger players are avoiding complicated pins / forks / checkmates, the weaker player will NEVER experience these positions.
It is far, far, far more educational to play against a stronger player and learn the tricks of the trade. Getting pinned by an expert is a lesson. Getting a "Queen Trap" is a lesson. A Fork is a lesson. Etc. etc.
Watching players stronger than you avoid all those positions is completely, and utterly non-helpful. You need to get those mistakes "beaten out of you" so to speak, if you ever wish to get better at Chess.
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Now, observing chess can be helpful with computer-analysis. After downloading the pgn file of a high-level game, play through it yourself vs Stockfish (PC vs SCID is decent freeware to run the Stockfish engine with), and try to discover the traps that the high-level players innately avoided.
Very good points. Personally, I've noticed that I learn best when I use some combination, however.
I'd rationalise it as creating richer neural connections for the topic you're trying to learn. It seems to embed the knowledge out of your "cache" into some deeper level, without which I tend to run out of ability to keep all these things in my head. In terms of practicing whatever you're learning, it's hard to say whether you should play against weaker, equal, or superior opponents; each have various arguments that can be made against them. I'd probably avoid weaker ones, in order to minimise false positive feedback.
I learned chess playing always against a friend that won every single time. I didn't give up. I joined a club and improved. After some months I played again with my friend and I won. That was the last game he played against me. Moral? Not sure. I like to win sometimes, but I don't mind losing most times if that teachs me something.
Playing against someone much better than you sharpens your perception, reactions, everything in a way you can't get any other way. Bring it on!
By the sound of it your intent was to win eventually. You could imagine winning, and with some effort you did win. I think that's subtly different to playing against people who you will never beat regardless of how much effort you put in.
dragontamer's example of Magnus Carlsen is a good one - he was in the top 1000 players in the world when he was 12, and become World Champion at 22. He's intuitively good at chess. The match he played to become World Champion the first time was fascinating because as soon as he could get to the point where the game was outside of what Vishy Anand had experience of he was pretty unstoppable. He's not someone normal players will ever beat. I think most chess players would like to play him because he's famous, but if you met someone unknown with the same level of ability most people just wouldn't play them except to learn. Few people would want to play that sort of person for fun. It just wouldn't be very enjoyable.
By the sound of it your intent was to win eventually.
Eventually we all die. It's fun to play anyway.
In a less philosophical mood: standing against an overwhelming force can be exhilarating. I've felt something like that windsurfing in strong wind conditions.
Down to the specific question, losing always against someone you can't defeat is very good training for winning over others.
I play a fair amount of a regular scale FPS (12v12 max) and it happens fairly regularly that I end up being the last one alive in my team and have to face off multiple opponents.
I don't always succeed but the pure thrill of trying to survive what is usually a virtual death sentence is something really powerful and when successful so exhilarating.
Have you tried BR(battle royale) games? PUBG gets my heart racing too much. I also like that it mixes you in with both pros and amateurs. Not knowing the skill level of the player you are exchanging shots with keeps everyone on their A game.
The learning thing is sort of irrelevant since you can install a program on your laptop that is strategically better than 99% of humans and tactically better than 100% (which we now know through experience is enough to beat 100% of humans, even the ones with superior strategic reasoning).
The part where your friend stopped playing you -- that's something that I just don't understand, on a fundamental level.
My brother-in-law talked about chess for years, I finally agreed to play him, and won both games. He's never brought it up again. It makes no sense to me.
Growing up, I was the youngest, so I generally lost at whatever games we played, and it never made me want to stop playing. When my significantly older brother came back home and stayed with us for awhile, we played chess regularly, and I lost a _lot_. But I kept playing, and when I finally got to the point where I won one out of three, it felt really good.
How much fun would I have missed out on if I hadn't kept playing?
This guy is the most stubborn person when learning something that you can find. I lent him a book on flamenco guitar (that I lost hope to recover :) and he actually run through it and learned to play it like a pro. He's short but won a position as firefighter. Now he improved his English, took a sabbatical and is touring south-east Asia with a backpack.
Probably he was just diving in his next obsesion at the time.
> Playing with people who are better than you is easy. Just accept they're better than you and keep losing.
And what motivates the better player to be engaged?
We all know that learning and growth happens right at the edge. When one is stretching and that stretch makes a difference. Too far it is frustrating. No stretch no gain. I'm surprised Go was not mentioned so far since it is customary there to balance the strength of the players by giving a few stones advantage to the weaker balancing the play in a manner that both sides are challenged.
But this is Hacker News. So does this apply to the way we work? How are the challenges we face distributed in the team?
>Decide if you are comfortable with your current skill level or not. If you want to get better, train up. If you are happy with your skill level, then keep losing. That's fine, and I think its healthy to decide to place limits on your skill.
If the difference in skill is too high you won't learn anything from playing with them. What's worse - you might ingrain bad habits that let you occasionally win(that happened to me with one fighting game)
>Skill is an infinite treadmill: you can continuously get better at pretty much any subject from now till the end of time. Deciding when to get off the treadmill is just as important as deciding to stay on.
Agreed, but the speed in which you progress varies case by case basis.
>My inability to defeat the greatest players of a subject does NOT make the game less appealing. Indeed, I often times seek out the challenge of stronger players, especially when I'm explicitly trying to get better at the game.
if opponents are better than you, but not overwhelmingly so ,it is indeed one of better ways to train. It is a matter of mindset - you are playing to deliberately "git gud", but not necessarily win.
>Losing constantly by playing vs players who are better than you provides a learning experience. You should find other players you can win against of course: you'll never learn to win if you keep losing. But losing teaches you what bad-habits you've formed from playing vs weaker players.
This depends on aforementioned difference in skill, too high is prohibitive to learning.
The latter part depends on how good game is proving feedback. Some games are great at that(chess, soulsborne), other are horrible(all blizzard games come to mind, DotA, Go). It is very hard to improve in latter group of games without deliberately analysing your past games.
For example in Go your mistake might be made really far back into the game, but you are seeing it's effect just now. In chess - it is way simpler to just walk back the history of moves in memory to find the mistake, or at least start spotting the wrong decisions.
>I think that's the key: losing all the time is unfun. But I can definitely take "losing for a whole week" or "losing for a whole month" in a row, especially if its for training. Finding players of lower skill, equal skill, and higher skill, is important.
Agreed, but there is one exception - games with randomness built into them - this includes matchmade team games. With randomness, losing when you are really ahead feels way more punishing, and in team games it is sometimes impossible to carry your team to win - even if you are literally the best player in the match by overwhelming margin.
> if opponents are better than you, but not overwhelmingly so ,it is indeed one of better ways to train. It is a matter of mindset - you are playing to deliberately "git gud", but not necessarily win.
if you train in something, you aren't playing. Training is actually the total opposite of play; you need to do things that are not fun but are beneficial for your goal, and it sucks. You have to do a lot of tedious study and memorization to get better at chess beyond a point, or spend a lot of time in a fighting game's training mode just to be able to consistently do moves and combos on demand.
I think with videogames one of the worries I have is people are now viewing them as work they have to train for; we are creating a professional class of gamers, and whenever we do so eventually players become spectators instead
> ou have to do a lot of tedious study and memorization to get better at chess beyond a point, or spend a lot of time in a fighting game's training mode just to be able to consistently do moves and combos on demand.
Things like that are fun for a subset of people. I played competitive smash bros. melee for years. I always had a separate crt tv in my room ready to go, and I would put on music, or a podcast, etc, and just practice things. It was relaxing after a long day and that practice eventually made me much better in real matches- winning matches is a huge high.
Chess is different but also the same. I'm slowly learning theory, openings, etc, and it's quite fascinating.
> or spend a lot of time in a fighting game's training mode just to be able to consistently do moves and combos on demand.
That's -why- these games are fun to play and spectate. What separates bad from decent from good players is how consistently they can apply technical skill under nerve-wracking situations, such as being 1 game in a set away from getting knocked out of a tournament. Stuff like daigo's parry at EVO 2004 was exhilarating precisely because of the technical skill required, and the fact that he had to practice things like that.
>if you train in something, you aren't playing. Training is actually the total opposite of play; you need to do things that are not fun but are beneficial for your goal, and it sucks. You have to do a lot of tedious study and memorization to get better at chess beyond a point, or spend a lot of time in a fighting game's training mode just to be able to consistently do moves and combos on demand.
I find training to be fun and engaging - i find bettering myself to be fun! There is a difference between going into practice mode and grinding combos, and just dueling someone with intent of 'i'll try to block each low mixup this game', or 'i'll try to pushing each wakeup'.
You are having fun, with a small extra goal added, and you don't mind losing - as long as you don't fail your extra goal.
If I'm playing ball against someone who is way better, it's not about win or lose, I might not even get a shot at the basket. I can lose, but if I don't even get to really play, that's not fun.
It's not really a fallacy. However most people think playing == improving. This is not the case.
The best players I know, and the fastest improving players I know, all review their gameplay and take notes on the mistakes they made. They watch other high skill / pro players and take notes on what they do. They practice PERFECTLY, over and over and over (i.e. executing a combo flawlessly 20 times in a row, if you make a mistake, start over. Now do something else for an hour, then flawlessly do the combo 20 times in a row again). They find good players to play with in high stakes situations, such as tournaments or money matches.
Most people don't improve very much because they aren't actively trying to improve. I know many people who are at roughly where they were a year ago, or just marginally higher.
Almost nobody does what you suggest and even doing this does not guarantee you will consistently improve. You don't know what you don't know, and masters are often not vocal about intricacies of their strategy. Many of them are geniuses, particularly in strategy type games, and as such people with much lower G factor probably have a slim chance of ever reaching that level. I know several of them myself. Gave them visual IQ tests like ravens progressive matrices. I know the validity is not very high but of the 6 people diamond 1 or higher in League of Legends I gave the test to, not a single one scored below 135.
I never liked the idea of explicitly changing the rules in order to make a game more fair for new players. If you become accustomed to changing the rules whenever you find yourself outmatched, and then find yourself in a situation where the rules can't be changed for whatever reason, then you're not going to enjoy yourself.
It's much more enjoyable for everyone, in my opinion, to play by the same rules as the group, but judge your own performance by a different set of rules that you keep in your own head. Maybe try to beat your own previous score, or set yourself a personal challenge -- something like "take one of my opponent's pieces" or "make the longest word in the game".
It's entirely possible to enjoy playing a game that you have little chance of winning, it just requires some creativity.
Many boards games attempt to make things fun even if you’re losing.
One of the best games for this is Concordia, where you don’t count up the points until the end. You always feel that you have a chance. Once you get fairly good however, you can scan the board state and do some rough guesstimating to see who is in the lead.
Other games can be quite brutal. You make one wrong move and you know you’re in for 2.5 hrs of pain and there’s nothing you can do about it.
I’m not sure what to think about this obfuscation tactic.
Lost Cities is a simple two-player card game where you have to take risks in laying out your cards with incomplete information.
In the end the points are tallied up. The calculation is somewhat complicated (or at least the number of points you will get are not immediately obvious at a glance), to the point where my partner and me both frequently thought we had clearly lost, but after tallying up the points it turns out we had won (or were at least much closer to winning than we thought).
I like the game but that somehow feels, well, at least weird. Especially since I first played this game on my phone. There is this really lovely implementation of it as an app that’s a real joy to play and feels very tactile and pleasant to use, much like the physical game. But one important difference is that the points are tallied up and shown for both you and your opponent as you play.
That to me makes the play at least feel more involved and more calculating. It feels quite different and I think I like it better but maybe that has also something to do with the game being very quick and it also tends to be well balanced. If I had to suffer through long stretches of time knowing I will lose … well that might be different.
I'm not aware of any move that makes it impossible for any one player to win Settlers of Catan, while still extending the game to 2.5 hours. There are at least four basic strategies that work to win, and it's nearly impossible to block all of them to the other players while still pursuing one yourself.
I have seen people win without ever building a third settlement.
i think the point of the parent is that the settlement phase at the start of the game can be pretty decisive. E.g. some people always choose crossroads with numbers that have low probably (like 11 or 3) or with only 2 aligned fields (instead of 3). Of course, you might still win the game but you're problaby too annoyed about your decisions in the first 5 minutes of the game than playing and having fun (and having a chance at winning).
Especially in games where you collect ressources to gain victory points, making the wrong choices at the start can be very devastating (because of the runaway effect).
If you choose a weak starting position, it's not going to take 2.5 hours for your opponents to win in Settlers of Catan. But if you do have an obviously weaker board position, no one will put the robber on your 2, 3s, 11s, or 12, except in rare situations. That's part of the built-in handicapping for those with obviously stronger board positions. Those 5/36 rolls don't actually produce 5/36 of the time, because most of the time the robber is blocking one of them.
If you choose a weak initial position, the expansion-first player gains an advantage over the city-first player, especially in a 3-player game. And they will both know that your only option is a card-first stealth victory. The latter is usually only viable in a very balanced 4-player game.
If you don't understand probability for 2d6 dice rolls, yeah, you're going to have a bad time in a lot of games, some of them lasting 2.5 hours or more. And if you haven't bothered learning that, why would you learn from the stronger opponents that you play?
I think most board games do this relatively poorly. But this is also the reason I think Betrayal at House on the Hill is the most fun board game I have played. 80% of the game is a sort of arms race, which is fun. You want to be the strongest but because of the randomness of teams at the end you don’t really want any particular individual to have bad luck; and if you’re doing poorly it doesn’t really guarantee your loss later on- it may even be made irrelevant.
The latter 20% is suddenly competitive and full of bullshit, and maybe by chance feels completely unfair but it’s short, has lots of hidden information, and everyone is usually happy to play it through even if they lose.
It’s a really good game design. Even if not especially strategic.
When I started playing squash, my only opponent was an ex-league player. The two of us kept a mental log of my highest score against him, which steadily increased as I got better, and he showed me where I was going wrong. Over the next year I didn’t beat him once, but occasionally would best my previous high score, which was always exhilarating, until about a year an a half later were we’re on equal footing, and I could start playing, mentally, for the win.
That said, not all games can support this mental model. Chess for instance I always find disheartening to play against much better players. A 600 ELO point difference in chess basically means you will never win, and it becomes futile, and crushing.
Assuming you can learn anything from the experience. What you might learn is weird idiosyncrasies and futile tactics playing from desperation. You might learn to not lose so quickly, but that's not the same as winning.
I don't keep playing lost games, I just resign. Maybe I should because I play mostly bullet, but as you say, you don't really learn anything interesting in those situations.
I do improve playing against better players than me. Like 200 or 300 this year. Maybe it's because I'm more focused when the opponent has a better rating.
Changing the rules mid game is not what’s being described here. Rather it’s redesigning games such that a equilibrium of sorts lasts for longer even in the presence of mixed ability, sustaining engagement for longer
Are you supposed to enjoy it when you can't change the rules for any reason? People find great enjoyment in cheating the rules and being masters of their own fate.
Playing one game sure, playing a hundred games.. maybe. Some games are built with a design philosophy that make it difficult to win in a very un-enjoyable way. There's a reason we moved on from restarting the whole game when you died in Prince of Persia to a more streamlined experience in modern games.
Years ago i used to go bowling with a few friends, i would get like 80 or 90 points and they would get around 225ish. Several months later i was up to getting around 200 points per game. Granted it was all for fun, but just playing with them made me a better bowler (i have not been bowling in a decade now so i would probably be getting around 100 points again).
So yeah i lost, but it made me better. As long as you are aware of your skill set vs. someone else's and you wont let it consume you i don't see it as a bad thing (assuming the other player is not a complete jerk).
Not sure if that's the same thing, because each bowler plays in complete isolation from their competitors. It's much harder to improve in competitive games in which playing against stronger players makes it harder for you to practice your own skills.
If I was to play tennis against a professional, it wouldn't really be tennis, it would be a game of 'can I get anywhere near to returning their first shot'.
I'd have to play that 'mini-game' for a long time before I could play proper tennis with such a person ( where tactics of the rally come in ).
Obviously in reality the professional player would ease up - cos actually just hitting balls and watching me pick them up isn't fun for them either.
Some games are more naturally balanced that others - computer game designers often put huge effort in this area.
Really successful games like football ( soccer to some ) have great balance built in. That's why the FA cup has small teams occasionally beating big teams - to score a goal, you typically have to win a series of reasonably balanced encounters - even Messi can be tackled by me.
You think you can tackle Messi without committing a foul? Keep in mind he's a stereotypical small striker, very high speed and acceleration, he dodges world-class athletes routinely...
This reminds me of that viral survey that went around not long ago asking people if they thought they could win a set against Serena Williams and the result being a huge amount of responders saying yes.
Unless you played soccer at least semi-professionally in some small league team for at least some part of your not so distant past, there is just no way you are gonna win a 1v1 with Messi, either by committing a foul or not.
If you watch some scrim games during the off season, you can find games were a top tier team plays against minor-er league teams, and you can see the difference in skills. It's like they play two different games.
Yeah exactly, the pride of this person is just silly. Unless he played at a top D-I school and did very well, there's no way he could successfully tackle the ball from Messi in 100 tries...I'd give a solid D-I defender a couple of tackles on Messi in all of those 100, the rest Messi would just easily dodge away, control the ball, create space, and then burn them or pass away from the inevitable double team.
It's like me in my 5th year of coding claiming I could out-code Linus Torvalds...like what?!?!
Unless you were a college level athlete, I doubt you'd even be able to stop Messi from doing whatever he wanted ONCE in 100 plays. I was a sweeper for 10 years and I don't have any illusions that I could stop him from doing anything.
I don't know you but come on, we're talking about the 2nd greatest living striker (Ronaldo is first IMO) out of the most popular sport for 8 billion people, and you think you could hold a candle to him? After he has repeatedly embarassed the worlds' most athletic, well-studied and trained defenders?
Bananagrams is a word game based on scrabble which has a really elegant catch up mechanic which comes so naturally out of the rules you barely notice. If you are behind you will tend to have more free tiles which don't require large rearrangements, making it easier to see new words. (This breaks down slightly with big skill differences or if you are way way behind but in most cases works perfectly)
In grad school, I had access to a pool table and played nearly every day with a classmate who was already highly skilled. We were very competitive, and soon equally matched.
A couple of years later, after going separate ways, we met up at a pool hall. After a few games, it wasn’t even close.
Neither of us had played much for a few years. The difference was my friend’s sharp skills had deteriorated, whereas my advantage had often been from taking “creative” higher-risk/higher-reward shots—a “skill” that didn’t suffer as much from lack of practice.
People who can't play games against people who are better than them are over-competitive and lazy! It's more fun when you play against skilled players, you learn more! I've never understood that personality trait, and I love losing at Dominion!
It really depends on how good the player is. I have played people in smash where the skill gap was so wide I could have just put my controller down and it wouldn't have made a difference. I literally lost a match in a tournament where I didn't, couldn't, touch the enemy once. I was probably the lowest seed in that tournament, he was the #1 seed, and was one of the top 5 players of the game.
I normally like playing better players because it forces me to learn and stop using lazy habits that work on worse players, but it's hard to learn anything useful when I'm getting crushed so bad like that. Instead, reflecting and continuing to play with people near my level until I improve enough to revisit that player is a better option for personal growth.
It really depends on a game and skills difference. It's one thing to lose against someone just putting in effort to win and making many better decisions. (like dominion) It's another when you lose because the opponent knows the game so well you can't do any meaningful actions. For example, playing your first few games against someone experienced in a fighting game like Smash is pretty pointless. You likely won't land a single hit and won't learn anything.
That's also my threshold for fun. The more you can artificially minmax the game, the less fun it is for me. I'm happy to play Scrabble, but if the opponent spent time learning the dictionary rather than expanding their vocabulary, I don't see the point.
Starcraft is an incredibly challenging game. I've been playing SC:RM, that's a remastered version of Brood War, the original expansion for SC1. The MMR system is not great because there aren't many players with which to find an even match, so I often get SPANKED in 3-4 minutes, especially by Protoss, with me playing Terran.
Still, there is nothing so instructive as a spanking in a balanced game. If I played 100 games vs that guy... There are little roadblocks the whole way that I can learn and conquer, which would RARELY be exposed by another bad player on my own level.
Here's all the ways you need to play in a TvP gasless expand build: can you scout their base with an SCV? Can you identify it's ranged-dragoon 2gate (and not reaver drop or early 3rd or DT rush or air rush)? Can you get your bunker up in time to prevent the goon rush? Can you repair the bunker constantly with the right number of SCVs? Can you do all this while teching to siege mode and tanks? Can you keep those tanks alive if Toss dives with 4 goons to pick the tank? Can you then get your third base up, which is just as technical as holding the initial goon rush?
Playing vs way better players than you is the fastest way to improve, but it's also the most ego-crushing, so you simply need to leave ego at the door and acknowledge your skill-set is lower and your experience is lower. Great lesson for life!
The handicap in Go [1] works amazingly well. I have had enjoyable games with dan-level players despite being at best conversant at the game.
That said, I've also enjoyed such games immensely with no handicap, despite no prospect of winning at all. In most games you can have some partial success and psychological reward despite losing the game.
The thing that makes go fun for me even while losing is that if you lose the whole game you've still got a lot of smaller skirmishes that you've either won or learned from. Losing a skirmish in go makes it very easy to go "Well what should I have done differently here?" and come up with a good answer.
It's different from a game like risk in that way. If you lose a skirmish in risk there's basically nothing you can learn from that since the amount of random involved just obscures any influence you have yourself. At the end of a game of risk I'm sat there having no idea what I did wrong, and no idea how to do better next time.
I always thought that was one of the nice things about golf. The handicap system means you can have a wide variety of skill levels playing in the same competition with everyone having a reasonable chance of winning.
Personally, I find that stupid. If you want a chance to win, do not play against Tiger woods but play against your peers at your club and have different tiers so that the better players seek to not play in the games where the not so good ones play.
Well, sometimes a local league just isn't that big.
Like I remember when I was in a bowling league as a kid that was just whoever signed up to be in it at that one bowling alley.
We had a guy in the league that eventually went Pro and I remember watching him score his first perfect 300 game in person way back then, but there was people like me that were just ok. I think the highest my average got up to was around 130, but i can't really remember. I know I had a 197 game once. In contrast, the future Pro's average was something like 230 (I think), a full 100 points difference.
But my team would sometimes play against the future Pro's team. I'm pretty sure his team always creamed us, even with the handicap, but the handicap at least made it so we were able to beat other teams that were significantly better than us. And if we consistently played well enough we were beating other people our handicap would change.
It made it so there was actually some tension from both sides, and a desire for both sides to play as best as they could, instead of the obviously better player to maybe let things slip a tiny bit or for us to get frustrated and just toss the ball down there without trying.
It also made it so you didn't have a teammate that got too sore if your skill levels were significantly different. Like if I was actually terrible but was paired to be on a team with someone decent, they wouldn't hate me because I would always make us lose a matchup. Instead my handicap would make it so we could still be somewhat competitive.
Granted you were ultimately always competing with yourself, trying to get a better score, but it's another layer that adds to the fun of the game. I haven't been a part of a league in at least 25 years, but sometimes I miss it.
And even in this setup there's still tiers. Like it's not like anyone ever said "yeah, let's send this average for a kid player to a professional league championship and see how well they do!", but there's different skill levels for the players in every tier as well.
Yeah, I play on a couple APA pool leagues and the handicap system for 8-ball and 9-ball makes it so pros and beginners can play against each other and mostly have a good time.
In high school I was playing chess with someone better than me and my plan was to trade equal pieces as much as possible because I am bound to make worse/stupid mistakes than more he does and because of that I wanted to move end game as fast as possible.
It actually worked and it ended in tie! I still remember the end game, it was amazing
This is closely related to the chess strategy of 'simplification'.
If you are 'winning' (here this works for your idea of winning), it's good to trade pieces to get to the end game quicker while retaining the advantage.
As an aside, if you play games competitively and you want to get better you should _always_ seek better players to play against. That's how you improve your game: you set the challenge just above your current level. The "just" part sorts itself out because players significantly more advanced will not find it very challenging to play against someone much weaker, so you 'll get fewer games against them anyway.
Another thing is to play people you don't know and find new playing partners often. That helps you avoid getting stuck in a rut.
So if I use a random number generator as an "advisor" for my part, am I guaranteed to win regardless? Like a social club where everybody gets to win and with it their own medal and certificate? In other words, playing = socializing, performance, tricks, effort being meaningless?
This is a poor choice of words. It should be "everyone has a chance of winning". I really like playing board games and because of this, I'm usually the better player when playing with my family. With the balances, I still win most of the time because of the better strategy, but the others still win enough time that they keep playing with me.
It changes the benchmark, but you still have to be good enough for your level to win. You don't get the wins for free. It's still fun and it's still challenging (if implemented correctly).
Seems out of the scope of the article which was mostly about constructed board games, but I would have loved a mention of the most fundamental and ancient form of game... wrestling, aka rough housing or rough and tumble play.
Everything else aside, Welcome Collection is an awesome place! If you're art/architecture nerd, make sure you visit to see their kinda famous stairs, they can look like that from certain angles: https://www.flickr.com/photos/149993730@N05/32374727987/in/d...
I design board games and play a ton of them, and this threw me also. I don't see how the author thinks there is manual dexterity to Snakes and Ladders.
A Dexterity game is a category of board games, and they all involve your ability to physically manipulate components in a way where you could potentially screw it up by misjudging the action you take, is my understanding.
There's no way to throw dice in a way where it doesn't give you some sort of result, even if it's not the result you want. If that's all it took to be a Dexterity game, than tens or hundreds of thousands of games with dice in them are now Dexterity games (and currently on sites like BoardGameGeek, they're not).
Interesting take! I know a bunch of people who don't like to play games because they think it's stressful and put too much pressure on themselves to win, therefore games aren't "relaxing." But I always think playing with people who are better than you make you smarter even if you're losing. And though it all, at least you're still learning and bonding.
This is an interesting topic that came up recently. I like playing the board game Othello. Whenever I get the chance I will try to teach people the game.
I don't let them win. I of course tell them what good moves are (and why). Perhaps I should lose on purpose to get them hooked?
PS: One of the cool aspects of Othello is that it looks like if both players play a perfect game, it ends in a draw.
you need to be crushed in order to know what is possible. but you should also go against people who are similar/worse than you. ranking systems are good at that.
jiu jitsu is a good example of this. the belt rankings indicate experience/skill and give you an idea of where people are in training. if i just steamroll day-ones it is helpful to a degree. people of similar experience will give me a good fight that will allow us both to make mistakes that we can both capitalize on. but if i get manhandled by higher ranks i can see the possibilities and get ideas for piecing together holes in my game.
I find that it is more relevant for people to learn how to play with people that are worse than them. Not everything needs to be a competition and the goal is't inherently to get good at things that are for fun.
One feature i like in go (weiqi , baduk) is that you can have an handicap system so it is possible to enjoy a game with a weaker or stronger adversary.
the author is focused on finite games, which are games that you play to win. but it's interesting to think about applying the same logic to infinite games, where the goal is to keep playing forever.
For instance, capitalism is a game that most players assume we'll just keep playing. How do you deal with some players having an advantage? Currently, the advantage only compounds (literally, ie compound interest). What if instead, the game became more difficult for those players, as discussed in the article?
I think you're basically describing egalitarianism, correct me if I'm wrong. I'd recommend Rawls as good philosophical material on the subject. Always been how I view the world personally and I think people underestimate how much of it could be compatible with free markets and a good deal of general and important freedoms. Of course that's a much longer debate.
To get back to the point, what the author describing is also egalitarian. I think people are generally more interested in it with a game because of the finite setting. Golf handicaps are a perfect example that would have fit well into the article. People get more wary as the scope expands.
There are also a variety of other perspectives worth reading; I found Tony Smith's Beyond Liberal Egalitarianism. Marx and Normative Social Theory in the Twenty-First Century (Brill, 2017) to be a great counter-point to both Rawls and Nozick.
Is capitalism actually assumed to go on forever though? The idea of a post scarcity society isn't new. Hell, Marx's presentation of how communism would arise was largely rooted in the idea that capitalism would increase efficiency to the point that it would no longer make sense to follow its model any longer.
To continue the game theory tilt, the problem with making the game harder as the player advantage increases is that it disincentivises the player from seeking advantage at all.
In the theoretical game of "capitalism" this sounds like a good idea, but in the real world a government that imposes these kinds of game restrictions through something like taxes only forces the advantaged players to pull out of the "game" completely (a nett negative for those reliant on their advantage long term) and move their advantage to another "game".
This isn't necessarily a bad thing though, so long as the vast majority of players still in the game have enough resource to continue playing comfortably.
> but in the real world a government that imposes these kinds of game restrictions through something like taxes only forces the advantaged players to pull out of the "game" completely
Given that there is plenty of evidence that relative deprivation is a major source of disutility, getting them to exclude themselves from the social milieu in which other people exist would be a net win, though less than that of them staying and complying. But, objectivist fantasy novels aside, there's not a lot of evidence that that's a significant effect in the real world.
The people that are actually most successful in modern society understand the role society plays in the utility they derive from success a lot better than some of the wannabes that imagine how they would deal with similar success.
I largely agree, but would just clarify that the players in any economy, capitalist or not, can be both people and companies/legal entities. The more globally oriented modern society means that any player of sufficient resource can implement multiple, compartmentalised strategies for various aspects of that resource (eg. various taxes, corporate structure, government incentives) under differing rulesets.
If a ruleset becomes too onerous (which there is evidence for in modern settings like Zimbabwe or Venezuela) then a player may decide that the utility of the society is not worth the loss in resource and remove themselves from a game which enforces such a ruleset. In all other cases though I agree completely with your insight.
> but in the real world a government that imposes these kinds of game restrictions through something like taxes only forces the advantaged players to pull out of the "game" completely (a nett negative for those reliant on their advantage long term) and move their advantage to another "game".
This would be true only if profits are the only motivation for humans to do anything... and that is not true.
Okay, I'll clarify with an example: Apple is a company, and they care about the growth and general value of themselves as a company. Let's say this can be measured as their NAV (simplistic I know, but it suffices) which is what the market will assess them on. Profits absolutely are the motivation for Apple, as with most other companies that make up the microeconomy of what I'm calling here a "game", or nation/jurisdiction (because each jurisdiction has a different set of rules for the game, called the jurisdictional law).
Unlike other companies, though, Apple has now grown to a size where we can say that they have a very strong advantage in this "game", the American market, but there exists a strategy such that they're able to maximise their reward output by switching "games". Since they're a rational player they do so, and switch their tax jurisdiction, or "game", to Ireland, who plays by a different set of rules.
This isn't a perfect example because I don't think the United States penalises companies based on their performance through tax, but if Apple is already doing this in such a situation what would happen if the United States did implement a progressive tax rate on companies [0]? Now consider how many individuals rely on the existence of Apple within the American "game", and how many may or may not be affected by a full move out of said "game" (again, a silly example I know, but I hope it makes the point clear).
[0] The US may actually do this already and I'm just not aware of it. If so, feel free to correct me.
No mention of go and it's handicap system. I once watched 12 year old Japanese girl wipe the floor with an Australian friend with ranking in the Australian go scene, in a go club behind Tokyo station.
Maybe you decide not to care about starting at the same level. That’s usually an easy fix. The strategy game Go, for example, gives weaker players extra stones on the board to start, allowing both players to try their hardest and feel like they have a chance of winning.
Speedreading is something used by delusional people who think that reading is just inputting words as fast as possible. Slowreading (taking your time to fully understand and reflect on what you read) needs to become a thing. But that isn't as ~distinguished~ as saying "I can read at X words/min" or "I read Y novels/year".
Skimming is useful, because you don't necessarily want to read an entire page if you're looking for one thing. Wikipedia pages are an example of where you might want to skim until you find the relevant section you're looking for.
In fact I skim many articles on HN to decide if they're worth reading or not. If they are, then I go back and slowread the entire thing before making a comment.
I originally wrote skim. I changed it to speed. I therefore lost again since speed reading is less worthy than skimming which is less worthy than slow reading.
But, I am winning at losing. Nobody can take that away from me.
Decide if you are comfortable with your current skill level or not. If you want to get better, train up. If you are happy with your skill level, then keep losing. That's fine, and I think its healthy to decide to place limits on your skill.
Skill is an infinite treadmill: you can continuously get better at pretty much any subject from now till the end of time. Deciding when to get off the treadmill is just as important as deciding to stay on.
> Games of skill are less appealing if you know a certain person will always win.
I disagree. I will always lose to Magnus Carlsen in Chess. I will always lose to my friends in (insert any FPS game here, I'm bad at all of them). I will always lose to Mew2King in Super Smash Bros: Melee.
My inability to defeat the greatest players of a subject does NOT make the game less appealing. Indeed, I often times seek out the challenge of stronger players, especially when I'm explicitly trying to get better at the game.
Losing constantly by playing vs players who are better than you provides a learning experience. You should find other players you can win against of course: you'll never learn to win if you keep losing. But losing teaches you what bad-habits you've formed from playing vs weaker players.
I think that's the key: losing all the time is unfun. But I can definitely take "losing for a whole week" or "losing for a whole month" in a row, especially if its for training. Finding players of lower skill, equal skill, and higher skill, is important.