Good WoF Guidelines, what makes a position exciting

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bsrti

It is no secret that the WoFs are the most submitted variant types, and dispiritingly they are predominantly of a low quality. The imprecise definition of what makes a good WoF in the official 4PC custom position club perfectly describes the idea behind the WoF, but by no means what makes a WoF acceptable or unacceptable. To fix this issue, I shall provide ten things that make a WoF great or unplayable. Firstly, remember that the WoFs are meant to be played by novice players, and not by 2900+ only. Secondly, remember that the WoFs are meant to be exciting.

1. WoF must have an element of imbalance or even be unbalanced, as long as the imbalance / unbalance element brings no annoyance. This uncontrollable element, be it random seating or zombies, should encourage players to play for a win harder, use tricks or try to flag opponent - it should encourage cardinally changing their strategies if a good player is about to get lost. Should the game be balanced, it will be pretty drawish at higher levels or will be too skill-based. Games with too much luck shall be boring for stronger players, and bring vexation for the novice players with a high probability.

2. There should not be unstoppable domination of the 2700s over the rest of the players. Players usually tend to leave WoF tournaments after a few games if they constantly get crushed by 2700+ players. Since players have no chance to win the game, they will just get blatantly stomped. This is not acceptable, and an enthusiast should be able to defeat even a very skilled strong player after 10-12 games should the luck be on their side. A good signal is that you as a dominant side you can defeat 2700 in a WoF if you took a little time to analyze it. A bad one is when 2700 wins 100+ games in a streak including very strong opponents, this implies there is unstoppable domination.

3. Game must be unique, distinctive and bring innovation to the WoF rotation. If the game cannot grip any attention, why on earth must CGAs accept it into the rotation?! To have a boring, dull, stock WoF that no one will ever like makes no sense would I say.

4. WoFs are not meant to be multiplex or perplex - they are meant to be trivial and comprehensible, not to baffle the players. Should the beginner be bewildered, one can never get a hold of the intended ideas fast enough, before the player decides to leave the WoF. No beginner shall be acknowledged enough to defeat or at least stand a chance to combat an acknowledged player in a bemusing WoF.

5. Element of skill is a requirement per se nowadays, but by no means must it be the prevailing element. We do not need WoFs where there is an imbalance, but there is just too much skill and too many subtleties - this also leads to 2900s farming all the weaker players. We do not need an abundance of unfair WoFs to the novice players.

6. Common forced draws are prohibited. A draw implies that neither side is able to convert a victory, and players tend to dislike the draws. Unpreventable draws do not encourage playing for the first place or making spicy sacrifices - why if you can opt for a draw? This only invigorates the shuffling opportunities. 

7. Shuffling opportunities as the only winning/survival strategy is also prohibited. If one shuffles too much, newbies would get bored fast and decide to leave a boring WoF tournament. Basically, every game will be somewhat repetitive, drawn-out, and of no excitement.

8. Games where teaming is the natural factor constitute a different game aspect than balance: game fairness. While being unbalanced but exciting in gameplay is acceptable for a WoF, unfair WoF that is based only on teaming and no strategies are unacceptable per se. Such WoFs leave a bitter taste in the mouth after losing, just as this goes against the mere nature of WoFs - be exciting, simplistic, and fun. Furthermore, you are completely screwed if you are teamed upon. Imagine how would you feel were you the teamed player with a 14 win streak?

9. WoF games must be fast: lingering games that take eons of ages to finish on average are not acceptable. Should each game last five or ten minutes, how fast would you get stultified? Most players who are not lovers of ten thousand move shogi games would leave after three games. This will cause another problem too: players will stall and annoy everyone.

10. Games based on flagging only effectively possess no strategy, so they are not allowed. Furthermore, very few players have a high hyperbullet rating and not everyone can move for 0.05 seconds. 

I am sure a lot of WoFs broke one, two, or sometimes even three or four guidelines above. However, these WoFs were excelling in some other aspects and were nevertheless exciting by themselves. Breaking the guidelines above does not imply by any means your WoF will be declined. Do not however forget that WoFs breaking guidelines above excel at a concept, so your WoF is somewhat more unlikely to be accepted due to the fact it can be similar.

Duck

There are a lot of WoFs that have a tc of 1 min (sometimes 30 seconds), and I get most of my wins from flagging everyone else lol

Johnplaysvariants
kevinmiles2 wrote:

Thanks for the explanation. I didn't understand some words because English is not my language but I did understand what you meant

translate it to indian and you will understand

Johnplaysvariants

hindi

samuelysfung

annoyment is a word now

BoxJellyfishChess

*literally no one ever reads the whole thing*