Barrauss wrote:I think it's worth commenting that the lowest insei play at 30 minutes absolute time. They also play many games on their game days (I believe 12 in one weekend, though I may be wrong). So perhaps it's a general belief by professionals that at lower levels, when learning, longer time doesn't necessarily mean better (though 30 mins absolute each isn't necessarily a short game either).
Yes, it's a sobering thought. I've sometimes thought that playing games with time limits that are any longer than I'm likely to see in tournaments (e.g. 45m + 5x30s) is not productive and that it is odd that there are professional tournaments that are effectively quickplay, but I guess it makes for better television. More than an hour basic time in a serious amateur tournament is starting to look presumptuous in comparison.
Some players complained about the time limits in the Korea Prime Minister's Cup, which uses 30m + 3x30s. But since playing in that is likely one of the highlights of an amateur's go life, it may be time to accept that fast go is here to stay.
If you play blitz online you can always review the games offline later. I often do that. Of course there are reading mistakes that are due to time pressure, but it's also informative to find out where your impulses are taking you. You probably
can improve by improving the quality of the first move that comes to mind. At least that's what I'm trying to accomplish when I review my own blitz games. I can't prove that it works from personal experience, but maybe others can.
Just because there is a current trend to shorter limits doesn't mean it's the best way, though. I am in the middle of reading John Fairbairn's e-book "The Life of Shuei" and it's always striking to me how different it must have been in that era. Like the Hoensha rules that encourage low dans and eventually others to finish before bedtime or stay up. (This is for a game that would start in the morning.) Something gives me the impression these players weren't exactly filling their days with blitz.