I haven't finished a round to upload yet but the part round I played was a 'real' challenge.
I played Beginner Level; 12 Stimp; Easy Pins; Perfect Greens; Calm wind. I was 2 over after 5 holes (but came back on the back nine).
Sure, I'm hitting the ball dead straight but there were always bogies lurking. It's not easy to drop a ball on the pin every hole. A slightly unlevel stance or a small gust can throw the ball just outside gimme distance or worse. Then there is the task of landing the ball on the right part of the green. Shinnecock Hills has some tricky holes and some shots are hard to work out. Spin plays a big part. A great rendition of the course plus superb physics is producing some engaging, immersive golf.
OK. So I'm playing at the easiest level in the easiest conditions but there is nothing boring about it for me. Birdies can be elusive. For a par of 70 I would be surprised if I shot 60. Throw in some breeze and fast and hard greens I would never shoot 60. But I am having a ball because I get to play like a Tour player.
As I said, maybe we are looking at this game from the wrong angle.
I am of the opinion that it would be an interesting alternative to build the difficulty in the game from the easiest level up. That is why I would like to see just how low a good PG player could go. If they shot -10 in those conditions that is almost fair enough. Tour professionals are capable of shooting that well. The difference is that a PG player can do it consistently. From that starting point it would be easy to fine tune scores with harder conditions or other methods (such as taking away putting aids).
The point I would make in support of that proposal is that the competition starts from a level where everyone is capable of playing accurate golf. To be able to stroke the ball with accuracy is the way to golfing bliss. I would be disappointed if people weren't playing PG because they find it too hard at harder levels.
RTS-M is wonderful at the easier levels. An expansive flourish of the mouse, going into overswing has this real 'feel' without the despair of loss of control. At Hacker Level you can introduce shape with exaggerated path changes but still maintain good control while there is a miss-hit component to make it interesting. I was even developing a slight natural fade which comes and goes.
Instead of toiling hard to get to Tour Pro Level with all it's frustrations wouldn't it be better having loads of fun getting better from Beginner Level?
But even the best still have to get the ball in the hole at Beginner Level. I think people might be surprised that they can't go stupidly low.