When I play an N-player game I want everyone to both:
Try to winWin about 1/N of the timeWith many games and groups of participants these are in conflict: if I
play bridge against my kids I'm going to win all the time, but I'm not
very good at the game so if I play against people who are serious
about it I'm going to lose ~all the time.
One way some games handle this is by including a lot of luck. The
more random the outcomes are, the more you'll approach 1/N regardless
of player skill. Kid games where you make no choices, like
Candyland
or War, take this to the extreme.
Instead, I think handicapping is
a much better approach. For example in Go the weaker player [...]
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https://www.lesswrong.com/posts/gsRS4pjLsAJ6jgf3E/balancing-games
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Narrated by TYPE III AUDIO.