ez4u wrote:This thread seems a lot more confused than it ought to be.
First, on the definition. Note the name "hourglass". Apparently it did originate from the use of real hourglasses in the past (in chess, or some other game?). If you stick with that basic imagery, you should have little difficulty understanding how it works. Turn the glass after each play. When the sands of time run out (= your time reduces to zero) you lose. Do not get bound up with differentials, etc. (leave that to the programmers)
Second, regarding the impact on game play. Hourglass is different from all other timing systems that we are used to. Why? It is the only system where
the time available to you is determined by how your opponent plays. Think about it. In absolute time, byo yomi, Canadian, Fischer, etc. you always know how much time you will have based on the rules that define the system and the limits agreed to for that game. In some systems, e.g. byo yomi and Canadian, the actual amount of time at your disposal depends on how
you play (both have a "use it or lose it" component built in). In Fischer you receive time based only on the number of plays in the game, regardless of how you use it. Absolute of course is WYSIWYG right at the beginning. Hourglass is different. You start with a certain amount of time and then receive an amount of additional time equal to what your opponent uses. The faster your opponent plays, the less time you receive. So with hourglass the clock really becomes a competitive aspect of the interaction between you and your opponent. Short periods bring this additional element into play quickly and that is why people normally play that way AFAIK. It is this new competitive angle that makes hourglass inappropriate for normal tournaments. Why bring in a non-Go competitive element in a serious tournament? By the same token, why not enjoy a separate hourglass competition just for a fun change of pace?
The idea of long games with hourglass seems to assume that you and your opponent will cooperate on the use of the clock in what is otherwise a head to head zero-sum competition. This seems like an odd expectation to me. I think that there is always a prisoners dilemma game waiting to be played out under hourglass timing. If you actually use up nearly all your time, do you really believe that your opponent will kindly return that time to you rather than defect to a time-squeeze strategy?

The mere existence of a time system gives that non-Go competitive edge.
Any time system has the competitive angle in the same way. If you play fast in the opening, you get more time in yose, which gives you an edge. That happens with byo-yomi too, both in amateur and professional tournaments.
I dont see why the property as you stated makes it more or less competitive.
I once participated in a tournament in korea where the rounds were programmed to last for an hour or such, but there were no clocks. Sometimes the matches stretched out, and if a lot of moves were left, a referee (pro player) would count and decide the outcome of the game.
The thing that bothered the players the most was not that abrupt finish, that was mandatory for the circumstances, but having spent a lot less time than their opponents which might have been the cause of their game loss.
On the second statement, of course its obvious that both players wont use their max available time each move, thats just a longest-length scenario, which is dreaded in tournaments that have to go through a schedule, or mainly observers, which usually want fast games.
There is something to mention in this conversation and that is what is the goal of them. Why do we use time systems and what do we want to accomplish.
What is very important to me is that games are not lost on time. That is a failure of the time system. Games should be decided by the board and the players, not the clocks.
Different time systems give different properties for players that have different paces. This system is really excellent for matching people that are willing to spend a really long time on a game, but usually cant get a game with a "30 minute main time, 40 seconds /move " kind of setting.
So its good for slow games surely.
And i bet its also good for fast games, although i think Fischer will be the king of blitz in the future.
What happens with 10 second byoyomi is that one player could get a significant edge by playing at the 8th second, while the other randomly plays from the 3rd second to the 8th. IF you note KEGS , people rarely use the max of their 10 second byoyomi.
With hourglass, that different is taken into consideration (also in Fischer) which could level the amount of time the players use.