walleye wrote:Still, I'm not really talking about changing any customs. I'm not saying anyone should change the way they play. All I was suggesting was a little option to make it possible to play a game when the players couldn't see the opponent's clock. Perhaps it's too radical a proposition.
I think it was only controversial because comparing the two approaches has been an interesting discussion, and because if it was implemented, everybody would have to interact with it, either going through game invitations actively avoiding it, or getting used to playing with it on occasion. As you say, it's certainly possible to play this way, and nobody here should object if you wanted to do this at your local club, it's just adding the option to a popular go server that rose vocal objections.
I think there's a philosophical difference at the root of the disagreement, and I wonder if you agree?
"Playing to Win" (very short book the author put online for free) puts it better than I can, but basically there's a philosophy that you should try your hardest to win at games. You don't need to be a jerk, you certainly don't cheat, but that one way to get a lot out of a game is to try to master it. The rules set the boundaries, and you find the best possible way to interact with those rules. Under that philosophy, our ranks are measuring sticks, and you try your hardest to get them as high as you can.
The contrasting view is that ranks are there to find us even matches, that you should just try to have fun and who cares if your 3rd kyu or 30th?
If you subscribe to the 'playing to win' philosophy, then everything within the rules is part of the game, and should be mastered. That means that timesuji and playing complexities when time is low is part of the game, and should be embraced and mastered. You should strive to play correct moves faster, you should use time against your opponent, because it's part of the game. "Playing to win" doesn't differentiate between a fair victory and a cheap victory, just a legal victory and a cheating one.
If you approach the question of clocks from that standpoint, hiding the clock doesn't remove it from influencing gameplay. You can still measure or approximate how much time has passed. So instead of removing time as a weapon, it makes time a harder to use weapon. But if you're setting out to master the game, you don't avoid hard to use weapons, those are another edge you can obtain. So now using time against your opponent is one skill, and estimating time is a second skill, and you try to master both. Playing to win, you might be less invested in a casual game than a tournament, you might be more open to experimentation, but you're still trying to do your best.
So under one philosophy, by making this information harder, you've made time less important. But in the other philosophy, time is no less important, you're just being measured against one additional yardstick. If that was how Go was played, I'd learn to estimate time better, but my preference is that it doesn't become a go skill.