Frogboy:
Irconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO game to consist of one player trying to play a fun game versus someone who has figured out that the best strategy is to quickly bulld 5 light frigates and just harrass the heck out of the other player's home world in the opening 5 minutes.
Maybe this is actually part of the problem. Some people find playing competitively fun and some don't. I find a good game of Sins to play out like a ridicuosly complicated version of Chess. With out the option of playing in a ranking system you have forced both players into the same mold, not gotten rid of the competitive people; what happens is the exact clash [IC]/you (it sounds like) were trying to avoid, and I hope I can illustrate this for you, because we ***NEED*** a change before people from both camps start giving up and leaving. Once a community starts shrinking its hard to rebuild it.
Myself and the friends I play with like to play competitively. We try literally everything we can think of to make sure the people we are playing know this and perferably feel the same. But you know what happens 80% of the time on ICO? We get people who don't actually feel that way, they just want to get into a game and end up quitting as soon as we attack or use a scout to kill an unwatched collony ship, etc. In these cases no one had the kind of fun they wanted, and the current way ICO is set up is partially to blame.
As to the Sirlin article, I don't know how much of his work you have read (you can actually read the book on his site for free, in addition to the origianl articles), but he also does differentiate between winning at all costs and playing for fun. The winning at all costs is done for competition and as part of a path of self improvement. Playing for fun is not the same thing. So perhaps you have not read the whole of his work on the subject? I guess it is kinda like the difference between having a little garden you grow for fun, and having a garden that you need to feed yourself. You are going to be a lot more serious about one then the other.
Even if the primese is false (which I would argue that it is not) I think the part of that particualar article that has the most application here is talking about the framework of artificial rules and limitations that some players set up in their own minds. This thread is an example of this. Someone decided that spamming was not fair and now all the rest of us are expected to play by this made up rule.
The article I think has more applicability to this paricular discussion is:
WWW LinkThis is an article talking about strategies and counter strategies. My (not as good) example as is applies here:
m= ship spamming
c1= counter ship to the spammed unit
c2= counter to c1
c3= the counter to c3
The spammer has m and c2 and I have c1 and c3.
He wants to build LRms = m
I use Flaks to counter = c1
In the argument of spamming the example is over because he will continue to build Lrms and I will continue to (more cheaply) counter with flaks.
However lets say this is a bit above average spammer.
When I start roling out Flaks he starts spamming light frigites (the games suggested counter). This is his c2.
Now I would have to use Lrms to counter this; which is my c3.
The list goes on.
This is actually a very simplified example made possible because he is spamming and not using a mixed fleet, which makes it MUCH more compecated; this is what I love about the way Sins is made. You can create strategies as simple as Lrms spams and as complicated as repulsing Guardians and Illuminators supported by Drone Hosts to counter a fleet of Kodiaks and Flaks.