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Culture War Roundup for the week of July 14, 2025

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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:

A scrub would not throw their opponent 5 times in a row. But why not? What if doing so is strategically the sequence of moves that optimize your chances of winning? It's "cheap," though, throwing is cheap. And it's not just throwing, it's also a long list of somewhat arbitrary maneuvers. If you keep a scrub away from you by zoning them with projectile attacks, you'll probably be called cheap. If you do one move over and over, that's cheap. If you get a lead, then do nothing for 30 seconds so that you can win by time-out, that's cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap.

Let's specifically consider the case where you do one move over and over. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Are they such a poor player that they can't counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn't you be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. The game knows no rules of "honor" or of "cheapness." The game only knows winning and losing.

... to be more charitable, their argument could be that the game becomes less fun if they use tactic X, or character X, or whatever. That might be true temporarily until they figure out how to beat whatever it is, but ultimately the experts are having a more nuanced exchange, more opportunity for expression, for clever plays, for smart strategies, and so on.

The scrubs' games might be more "wet and wild" than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of fun on a higher level than the scrub can imagine. Throwing together some circus act of a win isn't nearly as satisfying as reading your opponent's mind to such a degree that you can counter their every move, even their every counter.

And if the two groups meet, of course the experts will absolutely destroy the scrubs with any number of tactics they've either never seen, or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules. The actual game really should be more fun if it's not degenerate.

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.

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".

Yep, I link people to that book all the time.