Andrei3009 wrote: ↑18 January 2026, 19:33
People who play competitively care about winning and how well they played. What difference does it make how the game ended if you can already determine the level of your game and get the best outcome?
Because as has already been explained, it's not just about the fact of winning. It's about the context, the storytelling and the aesthetics in which it all went down. A win can become anticlimactic and leave a sour taste if it's obtained in poor conditions, and it can be grandiose when those conditions are optimal or close to it.
Andrei3009 wrote: ↑18 January 2026, 19:33
If this is the case, then should we deprive them of a comfortable place to play when other people have their own?
How does not being able to concede make the place not comfortable? If it's turn based, it changes nothing about the experience. If it's real time, at worst it means you'll have to wait a few minutes in games you definitely lost. If you are competitive at a game, that shouldn't be a very common occurrence.
Andrei3009 wrote: ↑18 January 2026, 19:33
Defeat is the worst result for a competitive player, except maybe for a poorly played game.
This is a bit outside of the scope of the discussion, but this is not even necessarily true. For example, the world cup final between France and Argentina was such a legendary game of football that it can be considered that France gained something of great value by being an actor of it, even though they lost. Defeats can be magnificent too, and they have a tragedy aspect to them that isn't there with a victory.
I once lost a tournament final on this site that I now look at with the same reverence, if not more, than my tournament wins, because the conditions in which it happened make it arguably the greatest game I have ever played on this site.