Competitive games like Go are most enjoyable when people all agree on the same rules, when losing grants you no excuses to salvage pride at the cost of the victor. For this to work, the rules must be unambigious. You either broke them and are a cheater and the match is invalid, or you exploited them and won fairly. Subjective codes of honor are extremely ambigious. My competitive game of choice (though I rarely play it these days) is Warcraft III, and the online community associated with it is rife with these kind of “codes of honor” (mostly in the mid levels of the skill hierarchy, or “ladder”; the low skill people are trying to learn, the high skill people got that way because they don’t self-handicap, but the mid skill people want to imagine themselves as high skill people but with honor). I have seen several of these codes of honor. I once followed one. Examples are: “No mortar/sorceress, no mass chimera, no hero worker harass, no air worker harass no tower rushes, no tower/tank, no mass batriders, no mass raiders”. There is never a clear line between honorable and dishonorable behavior. How many mortars and sorceresses do you have to have before it’s mortar/sorceress? etc.
A game where you win by inching closer to “dishonorable” behavior is no fun. In addition, Warcraft III players will note that the majority of prohibited strategies are mainstays of the orc and human races. The game is already patched by Blizzard to make the races balanced in professional play, and professionals do not self-handicap. So taking them out of the game would strengthen night-elf and undead players.
And I can attest that beating a “scrub” with a strategy they deem dishonorable and hearing them protest is extremely fun. I can also attest that being a scrub and running into players who don’t abide by your “code of honor” is not fun at all. I have even been a scrub and ran into other scrubs who had different “codes of honor”, such that we were each violating each others, and that is sort of fun for the victor (if they are hypocritical enough to think that their code is the “correct” one, while laughing at the other one for their code’s arbitrariness) and very unfun for the loser.
Besides enjoyment, there is another goal of gaming that you get by playing to win, which is self-improvement. If you allow yourself to think that you lost because you are good and honorable, then you will think about your choices during the game and your thought processes and ask “what can I improve?”. And there are transferable Slytherin skills to learn from gaming, such as deceit, modeling your opponent’s mind, and searching with (as Quirrell would say) “censors off” for ways to win. Scrubs don’t only hurt their own development, but if there are enough of them, they hurt the development of their opponents. You can’t really test “Is this a good stratregy” against a scrub, because often it will be a bad strategy but it’s against their code so they won’t have learned the counter to it, and it will work on them. There are players who do nothing but play anti-scrub strategies to exploit this, but they are also missing out on most of the depth of the game because that’s not how you beat high-level players.
Competitive games like Go are most enjoyable when people all agree on the same rules, when losing grants you no excuses to salvage pride at the cost of the victor. For this to work, the rules must be unambigious. You either broke them and are a cheater and the match is invalid, or you exploited them and won fairly.
Go works quite well with rules that aren’t unambiguous. Especially the Japanese Go rules have their quirks.
As far as Warcraft III goes, I played the game ages ago, in a clan the year before Frozen Throne came out.
Back in the day you could hide building in the woods to drag on a game an additional 10 minutes against a lot of opponents with the hope that the opponent leaves the game out of boredom.
On the other hand I have no problem with the idea of tower rushes.
You can’t really test “Is this a good stratregy” against a scrub, because often it will be a bad strategy but it’s against their code so they won’t have learned the counter to it, and it will work on them.
I you are a good player in Warcraft you can win with any strategy against bad players.
mostly in the mid levels of the skill hierarchy, or “ladder”; the low skill people are trying to learn, the high skill people got that way because they don’t self-handicap, but the mid skill people want to imagine themselves as high skill people but with honor
I don’t think that you become good at Warcraft by practicing tower/tank to perfection.
Competitive games like Go are most enjoyable when people all agree on the same rules, when losing grants you no excuses to salvage pride at the cost of the victor. For this to work, the rules must be unambigious. You either broke them and are a cheater and the match is invalid, or you exploited them and won fairly. Subjective codes of honor are extremely ambigious. My competitive game of choice (though I rarely play it these days) is Warcraft III, and the online community associated with it is rife with these kind of “codes of honor” (mostly in the mid levels of the skill hierarchy, or “ladder”; the low skill people are trying to learn, the high skill people got that way because they don’t self-handicap, but the mid skill people want to imagine themselves as high skill people but with honor). I have seen several of these codes of honor. I once followed one. Examples are: “No mortar/sorceress, no mass chimera, no hero worker harass, no air worker harass no tower rushes, no tower/tank, no mass batriders, no mass raiders”. There is never a clear line between honorable and dishonorable behavior. How many mortars and sorceresses do you have to have before it’s mortar/sorceress? etc.
A game where you win by inching closer to “dishonorable” behavior is no fun. In addition, Warcraft III players will note that the majority of prohibited strategies are mainstays of the orc and human races. The game is already patched by Blizzard to make the races balanced in professional play, and professionals do not self-handicap. So taking them out of the game would strengthen night-elf and undead players.
And I can attest that beating a “scrub” with a strategy they deem dishonorable and hearing them protest is extremely fun. I can also attest that being a scrub and running into players who don’t abide by your “code of honor” is not fun at all. I have even been a scrub and ran into other scrubs who had different “codes of honor”, such that we were each violating each others, and that is sort of fun for the victor (if they are hypocritical enough to think that their code is the “correct” one, while laughing at the other one for their code’s arbitrariness) and very unfun for the loser.
Besides enjoyment, there is another goal of gaming that you get by playing to win, which is self-improvement. If you allow yourself to think that you lost because you are good and honorable, then you will think about your choices during the game and your thought processes and ask “what can I improve?”. And there are transferable Slytherin skills to learn from gaming, such as deceit, modeling your opponent’s mind, and searching with (as Quirrell would say) “censors off” for ways to win. Scrubs don’t only hurt their own development, but if there are enough of them, they hurt the development of their opponents. You can’t really test “Is this a good stratregy” against a scrub, because often it will be a bad strategy but it’s against their code so they won’t have learned the counter to it, and it will work on them. There are players who do nothing but play anti-scrub strategies to exploit this, but they are also missing out on most of the depth of the game because that’s not how you beat high-level players.
But for a related point, see this.
Go works quite well with rules that aren’t unambiguous. Especially the Japanese Go rules have their quirks.
As far as Warcraft III goes, I played the game ages ago, in a clan the year before Frozen Throne came out.
Back in the day you could hide building in the woods to drag on a game an additional 10 minutes against a lot of opponents with the hope that the opponent leaves the game out of boredom.
On the other hand I have no problem with the idea of tower rushes.
I you are a good player in Warcraft you can win with any strategy against bad players.
I don’t think that you become good at Warcraft by practicing tower/tank to perfection.