How does a Designer cope with creating a fictional design....?
I only make this post, to emphasize the issues some Designers have, when dealing with the numerous ways to play their courses.
When playing some Courses under certain conditions, there can be an element of 'tricked up' or maybe a better worded 'fantasy' tag, attached to certain designs. By this term, I mean several instances where the course isn't as it perhaps should be. In appearance, it has the impression of being graphically pleasing and wonderful views, with pleasing textures and sounds. However, playing the holes itself, changes the opinion of those being challenged.
Only a few examples, such as the pin location adjacent to a slope that requires mountaineering equipment to climb. Bunkers deliberately placed at the 275yd mark, with the fairways angled at such a slope, you have to drop a club. These are but a few... obvious design flaws. Not to say they can't be utilised, but only a badly hit shot should perhaps be penalised.
However, the game itself also offers issues that i wonder how the Designers deal with....
Hard fairways.... that ability to change conditions in the game, that isn't easily dealt with in the Course Forge... - For Designers, what is your thinking when being challenged creating Par 5s ? Do conditions form any part of the process of design?
Currently, for me anyway, the game appears a little unbalanced in the how the course conditions control courses. Courses played under conditions of Hard fairways (firm, yes I know the correct wording lol), with Soft greens, are some of the widest in terms of this illustration. For instance, a Par 5, with a nice drive from the tee, can see the bounce and roll make approx 300-350yds. The 2nd shot makes the green reachable, and a few bounces on the fairway can safely see your ball reach the green under immense speed. Only to see the stimp instantly slow the ball, perhaps too quickly. The reverse too.... a shot at the green with spin, with a pin located too close to the front of a green, see's the shot spin back. However, the stimp doesn't 'grab' the ball as instantly as the longer roll and almost throws the ball backwards onto the firm fairway, where an exaggeration, places your ball back 100yds...
What I'd like to see, is a little variation in the conditions. Or, more control of the shot type. How...? Who knows... this can be as suggestive as anything...
What I would like, for design purposes, is to see the Designers being able to create areas around greens of saturation. For example, not necessarily following the conditions set by those creating the game. Too many times, playing a Par 3 or a short'ish shot to a green, do I find a pin location by the green edge. My shot hits the fairway, within 10yds of the pin and takes the firm condition to the extreme, where, another few feet would have seen the shot land and roll but 15-20ft. So... how is that realistic ?
Having some form of saturation for conditions would allow those edge of green pin locations, some balance. Agreed, the Designer would need the ability to control this, but I do feel the game needs to better recognise these extreme conditions. Not necessarily remove or change them, but a dampening is needed....
Other thoughts?