*... or is at least not yet proven to be true
I’m creating this omnibus post to collect and summarize all of my most irritatingly controversial opinions about poker—which seem to trigger some PCFers into a rage, but which I stand behind. Some if not all of these involve topics I have been researching for several years as part of a book project about the industrial design* of poker:
- Racetrack-shaped tables crammed with 9-11 bodies suck.
- Corollary: Poker is better played 6-8 handed.
- Denoms are not needed on chips for most home games.
- Four-color decks are vastly superior to two-color decks.
- Poker-sized cards are preferable to bridge-sized cards.
- Card shufflers may slow a home game down, not speed it up.
- GTO applies to all stakes, teaching how to better exploit villains.
- Hosts take a “my way or the highway” approach at their own risk.
- Housemolds and oversized inlays are usually hideous.
None of the above are anything I developed just to troll or otherwise inflame the community—though I may be guilty at times of pushing an idea to an extreme to compel people to expose or question their own assumptions.
I sincerely believe that all such assumptions and received/conventional wisdom deserve interrogation, even if in the end they may get validated. The habit of questioning beliefs forces us to be honest. It also can lead to better understanding how community, commercial, and other standards came into being. Only once the history of a practice or custom is understood, along with the reasons for its evolution, can we know for sure if they are sound and helpful.
Many of these ideas arose from my book research, which has constantly found that technological innovations and economic considerations have driven the shape of poker, as much as actual “best practices.” Others arise simply from my experience of hosting for many years, as well as playing in other home, private and casino games.
There are usually structural reasons behind any change, and poker is no exception. A new method of production, or economies of scale, or perceived efficiencies which benefit the house or management can win the day–rather than what is objectively best for players and the game. Sometimes organic trial-and-error wins out, but othertimes it gets trumped by irrational imperatives or narrow self-interest. I would argue that factors like ergonomics, usability, aesthetics and general player happiness don’t get enough weight; but these should be as much or more a part of the conversation as gee-whiz inventions or cost-cutting measures.
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* NOTE: The term “industrial design” refers to the creation of any product which is mass-produced, not to factories, assembly-lines, or other industrial uses.
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