As much as I love Go, there are several widely held meta-standards around its play that I believe limit its growth and appeal. I wanted to share my thoughts on these issues and see how others feel about them, as well as if I’ve missed any points:
-
Small Board Beginner Stigma: Modern trends in gaming, along with other aspects of modern life, favor short, to-the-point games that can be played on a small phone screen. A 9x9 Go board is slightly less complex than chess, and a 13x13 board is already much more complex than chess. These board sizes can be comfortably played in less than 10 minutes, unlike the 19x19 board, where 10 minutes feels rushed for most players. The insistence on making 19x19 the standard (rather than an option) likely limits Go’s potential as a game that can be easily and casually played. I think OGS is ahead of the curve by having blended board ratings and small board tournaments, but a bigger push needs to come from the major Go associations in Japan, Korea, and China.
-
Hegemony of Territory (or “Japanese”) Scoring Outside China: Territory scoring is more convoluted to teach absolute beginners, as it may discourage playing out moves to determine life/death due to the penalty of playing inside your own territory. There are no disadvantages to area scoring—some argue it’s slower for physical counting, but this is demonstrably false if you’ve played physically in China. Others claim territory scoring is more ‘granular’ or ‘skill-based,’ but there’s no empirical evidence that it actually yields more skilled players or better play.
-
Non-Fischer Time Controls: While some people are uncomfortable with it, Fischer time controls are objectively better compared to the byo-yomi and Canadian byo-yomi systems that dominate most servers. OGS is ahead of the curve by promoting Fischer time controls. The ship seems to be moving on this one, although agonizingly slowly.
-
Micro-Handicaps: Rating differences correspond to expected win probability, not expected score/territory, especially at higher ratings. Many servers (including OGS) implement micro-handicaps for minor rating differences. I believe a win probability split of 40/60 or even 30/70 is still enough to warrant an even game (I personally would accept a 10% win probability without a handicap). These micro-handicaps likely add destabilizing noise to the rating system.
-
Insistence on the Kyu/Dan Rating System vs. Numeric Ranking Systems (ELO, MMR, Glicko): Many major servers use outdated ranking algorithms. Standards for nominal ranks vary greatly by association and server, making them almost meaningless unless you encounter another player from the same server/association in real life. The supposed advantage of this system—that a one-rank difference corresponds to a one-stone difference—is flawed (see point #4). OGS is ahead of the curve by using a Glicko2 system.
-
Existence of Ranked Handicap Games and Handicap ‘Tournaments’: Allowing ranked handicap games can add noise to server rating systems, as rank differences correspond to win probability differences, not score differences. For smaller servers like OGS, this may be a necessary evil, but it shouldn’t exist for larger servers. Handicap ‘tournaments’ (such as some held by the AGA) are an oxymoron akin to a participation trophy, as tournaments are meant to be a competition of skill.
-
Aversion to Ties in Ranked Online Games: The standard remains for ranked online games to have komis ending in .5 to avoid ties. However, evidence suggests that integer komis are more balanced (see KataGo). I think it’s better to be fair and call a tie a tie rather than a win for white.
These are my peeves/hot takes, but I’m interested to hear if others think I missed something or disagree with me.