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If a game gets worse when you play the meta then it's just a shallow, badly designed game.
David Sirlin's Playing to Win is the canonical essay on this point. His day job was balancing console fighting games, but he also develops viciously competitive two player board games as a side gig.
From the essay:
The thing is, this works okay if you can keep the low-level players and the high-level players apart. But a) that doesn't work for real-life friend groups and b) it means you're either stuck in the little leagues forever or you have a long, long, hard grind before you can play with the experts. Thus rafa's original point, which is that if you open everything up to maximum competition with everyone all the time, only the monomaniacal grinders will have any fun.
Weak player != scrub. In the weak sense of the word, the Scrub is someone who has no interest in gitting gud. Sirlin mostly uses the term in the stronger sense that the Scrub is someone who does not want to play the game that competitive players are playing because they consider some expert tactics (like throws in console fighting games) that are clearly permitted by the rules and considered a key part of the game by competitive players to be unfair. You see a bit of this in competitive bridge with the debate about exotic conventions in competitive bidding, but in general weak but competitive players play against strong opposition and hope to learn from the experience.
With the notable exception of contact sports where too large a skill gap creates an unacceptable risk of injury, the size of acceptable ability gap for social and competitive play is the point at which the weaker player never wins anything at all. In chess that is about 400 ELO points, but in bridge the luck element and more granular results (you play about 7 hands an hour) means that it is the difference between a decent club player and a world champion. I know several people who play racket sports socially in groups where the weaker players never win a match but win enough points/games to keep things interesting. You can cover an even wider range of abilities if the game supports handicapping. I don't know how large this gap is in console fighting games.
What you can't do is allow a true scrub to play against anyone who isn't playing the same crippled game that he is.
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The issue with viciously competitive games is that they are attractive mostly to viciously competitive players. A game that is designed with "play to win" in mind doesn't necessarily accommodate those who "play to play".
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Yep, I link people to that book all the time.
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