4 Thoughts on Golf Design
Apr 2, 2015 9:28:54 GMT -5
misternic, Crazycanuck1985, and 7 more like this
Post by csugolfer60 on Apr 2, 2015 9:28:54 GMT -5
1.) Avoid the word "fairness" like the plague.
"Fair" - "Free From Bias or Injustice"
It's a word sometimes used by players who don't understand the goal of the game - to get the ball in the hole in as few shots as possible. Sometimes, you can't play at the pin. Sometimes, missing the green low is better than having a downhill putt from the other side. Sometimes, you can't reach the green on a par 4. All of these things are vilified in the design community.
In order for something to be "unfair", it must provide a biased advantage in some way. It's impossible for a golf course, shot or pin to be "unfair". No one has an advantage, and the course is not a competitor, so it doesn't have an advantage either.
2.) Par is a somewhat useless concept in The Golf Club.
"Par", as it was originally conceived, described the number of shots on average a scratch player would take to hole the ball. It's been twisted and mangled over the years to become something of a standard for distance and difficulty. It's also mostly used to allow spectators to follow the action of who is leading a golf tournament.
Look at the number of shots you would normally take to finish a hole you create. Is it a 310 yard hole, and you average about 3.1 shots? It's a par 3, despite common thought.
If you're looking for a way to determine the relative difficulty of a course of certain length, look at the total strokes taken, not relative to par.
Example - If you make Tomahawk Golf Club a par 57, Jeremy still would have won the Humana, because he played the best. His winning score may have been close to even par, but the best player still won.
3.) You can have a realistic golf course, or a realistic scoring relative to par. You cannot have both...
This isn't a bad thing , it's just not possible to recreate a realistic golf course and condition, and have said course play the same relative to par as in real life. TGC is a video game, and a great one! But, it is not a "realistic" simulation of the game of golf.
I've always tried to recreate the "feeling" of playing championship golf, the way HB tried to recreate the "feeling" of playing golf. Green size, fairway side, bunker depth, and pin locations are exaggerated to make it more difficult than you would see in a real life golf course, but only to offset the advantages the player has in the game over real life.
4.) You cannot please everyone, but ALWAYS be proud of your work.
There are no "bad" golf courses. There are no objective rules for designing golf courses. There is no one way that "works" over the others.
Everyone has their own idea of what they want out of a golf course. Design for yourself, and for the enjoyment of those who like your work. And stand behind it, even when some may tear it down.
Golf courses are art, and each one is unique, interesting, and original. Push boundaries, break the rules, and most of all - have fun doing it.
"Fair" - "Free From Bias or Injustice"
It's a word sometimes used by players who don't understand the goal of the game - to get the ball in the hole in as few shots as possible. Sometimes, you can't play at the pin. Sometimes, missing the green low is better than having a downhill putt from the other side. Sometimes, you can't reach the green on a par 4. All of these things are vilified in the design community.
In order for something to be "unfair", it must provide a biased advantage in some way. It's impossible for a golf course, shot or pin to be "unfair". No one has an advantage, and the course is not a competitor, so it doesn't have an advantage either.
2.) Par is a somewhat useless concept in The Golf Club.
"Par", as it was originally conceived, described the number of shots on average a scratch player would take to hole the ball. It's been twisted and mangled over the years to become something of a standard for distance and difficulty. It's also mostly used to allow spectators to follow the action of who is leading a golf tournament.
Look at the number of shots you would normally take to finish a hole you create. Is it a 310 yard hole, and you average about 3.1 shots? It's a par 3, despite common thought.
If you're looking for a way to determine the relative difficulty of a course of certain length, look at the total strokes taken, not relative to par.
Example - If you make Tomahawk Golf Club a par 57, Jeremy still would have won the Humana, because he played the best. His winning score may have been close to even par, but the best player still won.
3.) You can have a realistic golf course, or a realistic scoring relative to par. You cannot have both...
This isn't a bad thing , it's just not possible to recreate a realistic golf course and condition, and have said course play the same relative to par as in real life. TGC is a video game, and a great one! But, it is not a "realistic" simulation of the game of golf.
I've always tried to recreate the "feeling" of playing championship golf, the way HB tried to recreate the "feeling" of playing golf. Green size, fairway side, bunker depth, and pin locations are exaggerated to make it more difficult than you would see in a real life golf course, but only to offset the advantages the player has in the game over real life.
4.) You cannot please everyone, but ALWAYS be proud of your work.
There are no "bad" golf courses. There are no objective rules for designing golf courses. There is no one way that "works" over the others.
Everyone has their own idea of what they want out of a golf course. Design for yourself, and for the enjoyment of those who like your work. And stand behind it, even when some may tear it down.
Golf courses are art, and each one is unique, interesting, and original. Push boundaries, break the rules, and most of all - have fun doing it.