Mivo hits some good points, some of which I agree with. I'm not arguing with him here, but I wanted to put my thoughts down here as part of the discussion.
Mivo wrote: ... Go is simply not a very casual activity ...
Is this really true? I know there are a lot of people who DO take Go very seriously, but is there no room for players who simply like to play, without worrying about improvement?
Let's look at both "Magic: the Gathering" and Chess, and the player bases there. In both games, I know a large body of players who play the games simply to have fun. The number of "for fun" payers in both Magic and Chess FAR outstrips the number of competitive-level players in either game. Both games have a thriving tournament scene and both games have pro players that are known to the more competitive community.
Why can't Go be more like the above? I do see you have a list of reasons taken from BGG:
Mivo wrote:If you read the comments section for Go at Boardgamegeek (
here is a good start, then going back toward the higher ratings), the most commonly mentioned negative points are:
- "too complex"
- "takes too long"
- "too hard to understand"
- "no one to play with"
The first and third comment could be applied to Magic with no editing. Magic is a complex game, and card interactions can be very hard to understand. It hasn't stopped adoption of the game.
The fourth one is what we're trying to fix, of course.

It's the second point that is most valid. When people are looking for something to do "just for fun", they are usually looking for a 15-minute break. When someone is looking fro something new to try "for fun", they want to get a 5-minute explanation and be able to play a "game" right then.
Mivo wrote:With Go, games not only take much longer, but you need opponents roughly around your own skill level. If they are stronger, you get obliterated. If you are stronger, you obliterate. Neither is fun. Handicap helps some, but that is more applicable to higher skill levels. The game is also not as "easy to learn" as is often claimed: A beginner can typically not even see when a game is over (as opposed to chess). Counting is super confusing to someone starting out. The materials are bulky compared to the other classic games (backgammon and chess are more portable).
A couple thoughts here. First, I've found that people in general (at least those I've interacted with) don't like handicap in any sort of game. People want to believe that they should start on equal footing with their opponent even when the skill gap is huge. Perhaps it's a Western psychological trait. Offer a beginner a 9-stone game, and a good chunk of the time they will ask "why can't we just play even?".
Second, I think you hit on one of the main difficulties in Go: when does it end?
(2-player games)
Chess: One player's King is trapped (Checkmate) or cannot be trapped in the current game state (Stalemate/Draw)
Magic: One player's life total is 0 or less, or a specific card has ended the game
Backgammon: One player has got all his pieces around the board and taken them off (I don't know Backgammon terminology, though I know how to play; there's also doubling cube rules that I know next-to-nothing about)
Go has a more abstract set of end conditions. It revolves around Passing (or Resigning), which implies that the players know enough about the game to know when there are no more moves needed.
There's also no focal point for the win condition in Go. Chess has the King, Magic has a Life Total, Backgammon has the goal area where you want your pieces to end. Go is about territory; it's about "Victory Points", to borrow a term from other popular strategy games.
All that being said, it seems like comparing Go to Chess and the like is the wrong way to market the game. Comparing the game to other strategy games that use "Victory Points" like Dominion, Seven Wonders, and other such games may be more accurate, and attract players in a better way.
Mivo wrote:So, what does all of that mean? And is it even accurate? I'm not sure. But I wonder if perhaps it may be better to consider accepting that Go may never be more than an intellectual niché game that will not -- in today's age -- reach any significant market share in the west. And would it be so bad? Perhaps the effort and money could be spent better on improving the situation for existing players, such as sponsoring lectures, more actively supporting of clubs, pumping money into tournaments, sponsorships for genuinely talented folks, and so on. An increase of popularity may or may not follow, but it would lead to improvements regardless.
You may be correct; there may never be a popularity surge for Go in "the West". I'd be sad about that, though. I don't play in tournaments. I don't own an actual Go board. I own not a single Go book, and I don't really do Tsumego sets, except in a social way, solving them with friends.
I play this game for fun. I admit I'm a fairly competitive person and that drove me to work hard at the game when I started playing. I don't have time to dedicate to the game, though, and I'm grateful to be able to log on to KGS and hit "Automatch" once in a while to play for fun. It would be nice to have others in real life that I could play "for fun" over the board.
Guess I feel like Kirby does. Prosperity is localized, and prosperity to me would be local players that will play me.
