To some degree, 5 or better makes sense, in that the "5's play the "most golf"..........
but they aren't the "most golfers".
Wow, thank you for this comment. I think this may illuminate my confusion at why a course like Bethpage is so high on the list.
I do think this should
wildly skew the ratings away from the type of high-variance courses that I love, toward low-variance courses that I can't stand. I'm in the starting phases of writing about "luck in golf" applying some ideas from some boardgame/videogame development to golf, and this makes a ton of sense.
The relevant thread that got me on this topic was the Club TFE post about
how culture shapes golf. The culture of low-handicappers, and their approach and preferences for the game must be markedly different than the approach and preferences of mid-handicappers. It should lend itself as golf-as-tournament of metal play, versus the sort of golf-as-gambling of match play and of linksy, high-wind, wide open, effectively-random fairway bunkers I prefer. If you're just asking intense-to-professional basketball players, they would likely prefer the best-team-wins style of the NBA Championship to the win-or-go-home style of the NCAA Championship, where as I think many non-serious basketball fans prefer a higher variance style.
If anyone wants to nerd out on issues of skill-luck non-linearity in game design, the relevant lectures are:
Richard Garfield - "Luck in Games" talk at ITU Copenhagen (he is the creator of Magic: The Gathering)
Ben Brode - Designing 'MARVEL SNAP' at GDC 2023 (a talk based in large part on the previous video, which goes much more in depth with regards to types of luck/variance and how they interface with skill: input randomness vs output randomness)