Is there such a thing as the perfect game?
theguardian.com
theguardian.com
IMO it's Go. It's simple enough that a child will spend more time learning how to hold a stone than the objective, but complex enough that concepts like playing a "divine move" can capture a Go player's fascination for an entire lifetime.
I take issue with this assertion, though:
"In the perfect game, you should still be in with a shot of winning even if you’re not as practised as your opponent. An element of uncertainty is required."
There are few games in life, very few pursuits in which you can remove skill or familiarity and be left with an entertaining test of anything. Maybe luck, which is why craps is the social game. But skill or familiarity? I don't think any sort of "game" exists like this that people take seriously.
Actually, for this train of thought, I maintain that betting on horses is as close to a perfect game as possible. All the research, backside knowledge and modeling might not pan out for you the same way it panned out for the thousands who bet Rich Strike in the 2022 Kentucky Derby because "the name sounded like it was going to pay."
The aim is to play a game where both skill and luck play roles, similar to real life. Poker is one such game.
https://cs.stanford.edu/people/eroberts/courses/soco/project...
I learned about Von Neumann and poker from the book "Thinking in Bets" by Annie Duke.
Go doesn't really suffer from that problem since it offers a great handicapping system. The weaker player can take Black and start with placing n > 1 stones on the board as their first move.
And an even finer control is available, if for instance Black tends to win 2/3 of the time with 3 handicap, but 1/3 of the time with only 2 handicap. One can adjust the komi (points that White adds to their score at the end of the game to compensate for moving second) by half-integer amounts.
Thus you can get very close to each player winning about half the time.
At my best, I am a 7kyu player. This means that an absolute beginner (roughly 30kyu) has no chance vs me, even with 9 handicap. You need to be reasonably studied at 16kyu level before 9-handicap is fair vs my peak performance. IMO, 16kyu is achievable in a few months of practice and study, but its not something you'll get just casually.
Alas, 7kyu is over 9-stones of handicap away from the top-level 9-dan players. I probably have a shot of beating the #1 player in the world with 9-handicap, but I'm still favored to lose by a decent margin.
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9-handicap is roughly equivalent to letting the opponent move 9 times before even moving once. Its astronomical, far more than a "Queens" advantage in Chess IMO. Yes, the Go handicap system scales extremely well, probably the best handicap system I've ever seen in my life.
But its not quite enough somehow. The depth and complexity to this game is huge.
A beginner will find games on the smaller 9x9 board MUCH more enjoyable. They will likely have a decent chance vs you at 9 handicap, while reducing the very real risk of feeling lost and getting bored by lengthy play before seeing the result.
And you will probably find small board games more enjoyable as well when playing beginners. When they get a little stronger, I would first try the intermediate 13x13 to see if they like it better than 9x9 (there's a chance they prefer sticking to the small board for a while longer).
Beyond that, there is no reason to limit handicap to 9 stones, especially with free placement.
Some combination of stones (~4 stones on the 9x9 board), followed up with severe Komi (30+ stones of Komi) is probably better for both players rather than giving the beginner like... 15 stones... on the tiny board.
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The 19x19 board is reasonably balanced up to 9 stone handicap, but I think at that point it makes sense to balance with Komi rather than stones to push the handicap further. Not that I've tried this myself, but severe amounts of stones make the game play very differently and are possibly bad for the beginner player's development.
I've been thinking about games as "shaped randomness" lately. Choose the right distributions, pick the right mechanics, stick some art on top to stimulate people's imagination and you have the ingredients of a good game.
Just rolling a dice is fun. What will it roll? There's a kernel of fun there, not much, but something. Add some art, like Snakes and Ladders, and you have a legit game that has lasted for centuries. Finally, add some actual decisions to the game, and now we have something really interesting.
I've also been viewing games through the lens of interaction and watching. I like to interact and make choices, but I also enjoy passivly watching the story unfold. The auto-battler genre shows people can enjoy games where 80% of the game is just watching the consequences of your choices unfold in a nice spectacle.
So I think the answer, as Betteridge's law would predict, is no.
(There's a place to choose words carefully. Talking about games doesn't have to be one of them.)
As for RPGs. They're just backgammon, with more pieces, a bigger board, and some art. But yeah, I probably like a good RPG better than backgammon as well. But no RPG has lasted 5,000 years like backgammon has, so which game is better?
RPGs aren't just backgammon, there has been innovations in game mechanics and the understanding of fun in the last several decades. For instance, idle games would be thought impossible a while back, yet they are probably more popular than backgammon among the youth. Idle games are not backgammon, in many of them there isn't even a way to lose.
I’d add:
- “Hard problems” are often good game mechanics. Think traveling salesman or bin packing
- There are player archetypes. They each want different experiences. The collector vs the masterer.
- Emotion has to fit somewhere in the picture. It’s not just paint on top of mechanics. More likely the reverse is true. “Fun” isn’t an emotion.
- On distributions, too much randomness quickly becomes boring. Too little can be bland. It’s like a spice. How much is called for will vary by dish.
Joy and sadness are emotions, they do encourage specific and somehow different behaviors.
It seems like "fun" is local, and "joy" global. Also "fun" seems to be more immediate and have a specific (shorter) lifespan.
Fun seems to be linked to a situation. When the situation ends, fun ends.
You perfectly identify what is fun while the cause of joy can perfectly be unclear or complex.
But does that make "fun" something else, in nature, than joy ?
From an individual perspective, an opponent playing unknown cards from their hand isn't much different than a complex and well balanced RNG in some single player game.
There are functions which are highly unpredictable but we just call them “chaotic” or “random”. Anything less than that can be learned and thus a player with more experience will have an advantage.
Superhuman strength AI-Go has given us more data on this subject (suggesting 6.5 Komi is balanced). Since both players are balanced as far as we can tell (first turn starts off with a 6.5 point disadvantage, and the half-point difference forces a winner. No draws), it doesn't really matter who goes first.
If in the future, a super-super AI performs deeper analysis and determines say... 7.5 Komi is the best, I'm sure that Go players all around would update the game rules as appropriate to the new understanding of what a balanced game is. (After all, 6.5 Komi itself is an experiment, albeit the most successful experiment, for balancing the game).
Though maybe I'm just being optimistic with regards to the debate. IIRC, engines like LeelaZero / Katago has the following result: 5.5 favors 1st player, and 7.5 favors 2nd player. And 6.5 is just right.
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Komi has trended upwards because it originally was zero, which was obviously wrong.
Note: Chinese rules changes Komi calculations. 6.5 Komi Japanese is IIRC equivalent to 7.5 Komi Chinese.
The article just casually drops this statement and then runs with it. I feel it should be examined, though. There should definitely be range in which a not as practiced player can beat a more experienced one, but to have that decided by luck makes the victory unearned. I believe a perfect game should be one with no luck, so if I win my opponent cannot dismiss my victory as "getting lucky".
Losing to an opponent who got lucky just feels bad, and for me personally, winning because I got lucky feels empty.
So many games try to cast a wide net and incorporate rpg elements, micro transactions, crafting, etc and it just feels like they are checking off boxes.
> Unless players are perfectly matched, the outcome can be rather predictable. In the perfect game, you should still be in with a shot of winning even if you’re not as practiced as your opponent.
1. (Anecdotal) Back when I was learning Go, I had a game with 9k player with no handicap. I managed to be way above until the endgame where bad prioritizing made me lose the advantage and then some.
2. Ever heard of Starcraft: Brood War? It has a hidden state and sources of randomness, the whole ZvZ match-up is basically RPS... yet Jaedong had whooping 76% winrate [0] in his career, because his micro was on another level.
[0] https://liquipedia.net/starcraft/Jaedong/Overall_Statistics
But yeah, it's still pretty fun; if nothing else the modding scene for Doom is incredible.
I personally play on software with freelook and no autoaim at all. You can shoot just above monsters heads (and you often DO! when fighting strong monsters).
The balance is remarkable though.
Then again I like sim racing, which is like real racing but at home :).
- sufficiently random
- entertaining theme
- 1v1 so no dependence on teammates
- extremely high skill curve with no obvious optimal play but fun at all levels
- short and without one side feeling like they cannot possibly win
- no particular reliance on twitchy reflexes