Erik makes a good point on the variety of players. By necessity, an architect probably needs to keep the most frequent players in mind in the basic design, and provide variety for the other types of players via multiple tees and changeable features, i.e. green speed and rough height, fairway width, etc. for serious competitions.
Statistically, most golfers play:
- Casually and for social reasons, usually in a friendly competition, but a bunch don’t keep score. (I could look up USGA stats, and this is from recent memory of checking those)
- Most Golfers are B and C players, with a wider range of skills regarding driving, irons, putting, and chipping.
IMHO, golfers will have reasonable fun if they shoot near their average score, or if the overage is due to one epic bad hole that makes for great bar talk, not a series of bogies or doubles. (Old joke, “double, triple, double, triple” shouldn’t be either a golfers score or his/her bar order after the round to ease the pain)
Some have posited that this means that the course slope ought to be about average. While 116 is said to be the average slope rating, I believe this is too low in most urban areas, where the typical course is probably over 120 from the main men’s tees, more from the back, and a bit less from the shorter tees.
What types of shots are “fun” for those B and C players?
- Hitting fairways
- Reaching Greens (Hard to argue against proportional multiple tees if this constitutes fun)
- Making Putts from 4-100 feet
- Fantastic Recovery Shots (out of trees, out of bunkers, from rough, getting chips close)
- Eagles (rare) Birdies (shouldn’t there be at least one per round to crow about?), Pars
- Chance at Par (firstly distance related, plus other factors)
What types of shots are not “fun” for those B and C players?
- Missing fairways, greens, short putts
- Lost Balls
- Multiple Recovery Attempts required
- 4 Putts
And back to easy or hard, I agree with Tom in that if in doubt, err to the side of easy, knowing that there are ways to toughen up most courses.
I have often thought that there is a difference between challenge and hard, i.e., feathering a 6 iron cut to a tucked pin is the challenge, the degree of penalty for missing is hard, i.e., its the same shot if a 4-5 foot deep bunker guards the pin, or a pond or 14-25 foot deep bunker. Of course, a few of those are welcome, as in giving an excuse to tell an epic tale in the bar, but overall, it argues against fun for sure, and it may not really argue against challenge.
As Ira points out, the best architects have written that the hazards are there to suggest certain beneficial shot types and challenges, not necessarily to punish. Of course, without consequence, there is no strategy, but since recovery shots are exhilarating, making those hazards recoverable is a big key to good design.