The courses we play - "Resortification"
Feb 22, 2015 7:40:19 GMT -5
joegolferg and xusemagru like this
Post by mcbogga on Feb 22, 2015 7:40:19 GMT -5
Steve2Golf put this idea in my mind in another thread and the more I think about it the more I feel he is right about course difficulty.
I believe the designs that have come out lately, especially those that get high grades - are in effect resort courses. Great vistas, some holes that look challenging, beautiful planting - but at further examination they are made to yield good scores for the average golfer. There are also some "rules" like "show the fairway", "no severe slopes on greens", "an approach that hits the green should hold" etc.that are being touted as requirements.They are simply not true for championship type courses.
I have had the luck to be able to play some more modern championship designs in China from designers like Nicklaus (not a fan, but they do know how to make a challenging course) and Trent Jones. These courses were built primarily to host championship golf (WGC etc.), not to play nice to high handicap green fee guests. Already from the back tees they are not only breaking the above rules on many holes, they are actively trying to be mean and get the golfer in trouble. Some of the championship tees are just silly. Some things that I have seen a lot on these courses:
- Blind tee shots with forced carries (usually a tree or other sight mark is only orientation)
- Blind or semi blind approaches
- Mounds or hollows in run up to green
- "Red" and "yellow" slopes on greens, a lot
- Water cutting off landing areas, pinching driver landing zone severely even on long par 4s.
- Some greens that reject pretty much anything that is not hitting a 3x3 yds landing spot from the right angle. Ball is sent into bunkers, water, or devilish collection areas.
- If a par 5 is reachable - there is usually no run up and it is fiercely guarded by bunkers, water and slopes. The green complex is built to defend against the short pitch, not invite the second shot.
These are courses on which the pros need -15-20 to win over four days, and those guys make it seem easy. Extremely impressive to watch. I cant help but wonder what results would be having courses that demanded the same on TGCT
The last courses I have played in game that gave me anything near the same feeling are Copper Creek (Major) and Kodiak. Hidden Links comes to mind as well, even if it plays a tad on the easy side and way easier than it looks. Jebel Ali also hit some of the boxes.
For some reason we have had a "resortification" of the designs we play and this needs to stop... Even "the Challenge club" is affected by this and plays IMHO like a very long resort course. Have to go back in time to find some more championship-like courses. TheCLV comes to mind as a designer that creates more tournament style courses, while Biggins is an example of a resort course designer. Love Biggins' designs and his skill with the GNCD, but they are just not designed as tour courses which I think he would agree to. Nothing wrong with that at all, but this is TGC Tours.
Some "new rules" I can propose for championship design:
- Slope on greens is a good thing. The larger the green and shorter the hole, the more slope. Area around pin does not need to be flat - just of uniform green slope. Yellow and red slopes should be a common sight. On a 9I or less approach there is nothing wrong demanding the player to hit a 2x2yds area in order to have a makeable putt.
- No need to be nice to an approach coming in from the wrong angle. Send it off into bunkers or worse if it is the slightest bit off since player had no business hitting the drive where they did.
- Deception. Hide hazards, make "the wrong shot" look inviting. Use partial blind shots to steer the player the wrong direction
- Tapered fairways. Pinch that landing zone for Driver. If the player wants a shorter approach, make them take a risk. Or make them trade distance for slope. Nothing wrong pinching with water.
- Reward good strategy coupled with perfect execution, punish harshly shots where either one is missing.
- There is nothing saying that the player should have a way to get to every pin. Sometimes a 20 foot breaking putt should be the best result available unless the player pulls off a miracle shot.
- Keep in mind that the HB golfer is more consistent than even the best pros, so even tighter fairways and pin placements than what is used on the real tours should be no problem.
- Deep bunkers, heavy rough and water are good defenses that provide consequences - semi rough and flat bunkers are not.
- Bail out zones are fine, but not needed on every hole. The longer the approach, the more sense they make. Bailout zones on the green should leave a challenging putt.
- Even if the fairway is wide - require the ball to be in the right spot on that fairway
- Holes that require shot shaping on either tee shot or approach are great. These can be made much more subtle that sticking trees in the way as well.
Put together a 9-holer called "Prototype links 0.5" that uses some of the concepts above. Very unrefined course, and greens are still too easy maybe, but I hope it can showcase some concepts that can be utilized to defend par.
I hope we can get some more really good designers that want to make true championship courses for this game.
Comments?
I believe the designs that have come out lately, especially those that get high grades - are in effect resort courses. Great vistas, some holes that look challenging, beautiful planting - but at further examination they are made to yield good scores for the average golfer. There are also some "rules" like "show the fairway", "no severe slopes on greens", "an approach that hits the green should hold" etc.that are being touted as requirements.They are simply not true for championship type courses.
I have had the luck to be able to play some more modern championship designs in China from designers like Nicklaus (not a fan, but they do know how to make a challenging course) and Trent Jones. These courses were built primarily to host championship golf (WGC etc.), not to play nice to high handicap green fee guests. Already from the back tees they are not only breaking the above rules on many holes, they are actively trying to be mean and get the golfer in trouble. Some of the championship tees are just silly. Some things that I have seen a lot on these courses:
- Blind tee shots with forced carries (usually a tree or other sight mark is only orientation)
- Blind or semi blind approaches
- Mounds or hollows in run up to green
- "Red" and "yellow" slopes on greens, a lot
- Water cutting off landing areas, pinching driver landing zone severely even on long par 4s.
- Some greens that reject pretty much anything that is not hitting a 3x3 yds landing spot from the right angle. Ball is sent into bunkers, water, or devilish collection areas.
- If a par 5 is reachable - there is usually no run up and it is fiercely guarded by bunkers, water and slopes. The green complex is built to defend against the short pitch, not invite the second shot.
These are courses on which the pros need -15-20 to win over four days, and those guys make it seem easy. Extremely impressive to watch. I cant help but wonder what results would be having courses that demanded the same on TGCT
The last courses I have played in game that gave me anything near the same feeling are Copper Creek (Major) and Kodiak. Hidden Links comes to mind as well, even if it plays a tad on the easy side and way easier than it looks. Jebel Ali also hit some of the boxes.
For some reason we have had a "resortification" of the designs we play and this needs to stop... Even "the Challenge club" is affected by this and plays IMHO like a very long resort course. Have to go back in time to find some more championship-like courses. TheCLV comes to mind as a designer that creates more tournament style courses, while Biggins is an example of a resort course designer. Love Biggins' designs and his skill with the GNCD, but they are just not designed as tour courses which I think he would agree to. Nothing wrong with that at all, but this is TGC Tours.
Some "new rules" I can propose for championship design:
- Slope on greens is a good thing. The larger the green and shorter the hole, the more slope. Area around pin does not need to be flat - just of uniform green slope. Yellow and red slopes should be a common sight. On a 9I or less approach there is nothing wrong demanding the player to hit a 2x2yds area in order to have a makeable putt.
- No need to be nice to an approach coming in from the wrong angle. Send it off into bunkers or worse if it is the slightest bit off since player had no business hitting the drive where they did.
- Deception. Hide hazards, make "the wrong shot" look inviting. Use partial blind shots to steer the player the wrong direction
- Tapered fairways. Pinch that landing zone for Driver. If the player wants a shorter approach, make them take a risk. Or make them trade distance for slope. Nothing wrong pinching with water.
- Reward good strategy coupled with perfect execution, punish harshly shots where either one is missing.
- There is nothing saying that the player should have a way to get to every pin. Sometimes a 20 foot breaking putt should be the best result available unless the player pulls off a miracle shot.
- Keep in mind that the HB golfer is more consistent than even the best pros, so even tighter fairways and pin placements than what is used on the real tours should be no problem.
- Deep bunkers, heavy rough and water are good defenses that provide consequences - semi rough and flat bunkers are not.
- Bail out zones are fine, but not needed on every hole. The longer the approach, the more sense they make. Bailout zones on the green should leave a challenging putt.
- Even if the fairway is wide - require the ball to be in the right spot on that fairway
- Holes that require shot shaping on either tee shot or approach are great. These can be made much more subtle that sticking trees in the way as well.
Put together a 9-holer called "Prototype links 0.5" that uses some of the concepts above. Very unrefined course, and greens are still too easy maybe, but I hope it can showcase some concepts that can be utilized to defend par.
I hope we can get some more really good designers that want to make true championship courses for this game.
Comments?