I don’t think that solves the problem, but a good thought.
If you model each person as having two skill levels (min and max effort) and then look at (highest max—lowest min) / (median (max—min)) you end up with the “deepest” games being things where the inter-player differences dwarf the intra-player ones. But that also includes games like “who is the tallest?” Or situations like “who spent the most $ on their Pokémon CCG deck?”
Yeah. Maybe it would make sense to pull in even more information—not just how well people play with effort vs without, but also how people improve over time with effort vs without. I’m not sure how to do this cleanly yet.
I don’t think that solves the problem, but a good thought.
If you model each person as having two skill levels (min and max effort) and then look at (highest max—lowest min) / (median (max—min)) you end up with the “deepest” games being things where the inter-player differences dwarf the intra-player ones. But that also includes games like “who is the tallest?” Or situations like “who spent the most $ on their Pokémon CCG deck?”
Yeah. Maybe it would make sense to pull in even more information—not just how well people play with effort vs without, but also how people improve over time with effort vs without. I’m not sure how to do this cleanly yet.