A successful game of golf is heavily dependent on the technical execution of the golf swing.
It is possible to imagine many games that are similar to “golf,” except that they do not use a golf club to drive the ball (perhaps “frisbee™ golf” is the most well-known existing example, although it does not use a golf ball).
Let’s imagine a bare-bones version of “artillery / cannon golf” with only the following two elements:
- Select a force to apply to the golf ball…
- …and select the direction to apply this force.
(This is the approach seen in most video game implementations of golf, since pre-2000 controllers had no satisfactory way of approximating a golf swing.)
Figure 2 details a method of implementing this abstracted “cannon golf.”
The advantage of this system is that it allows a “cannon golf” player to understand the theory of golf without requiring strength or technical execution skills: the required abilities are instead 1) an understanding of trajectories, 2) accurate evaluation of distance, and 3) an understanding of the effects of the current wind direction(s).
Figure 2 shows a mockup of what “cannon golf” might look like on a golf course.
PROS: Could increase the number of people interested in golf-related activities, thus opening up new revenue streams for golf courses and golf instructors.
CONS: This system might evolve into a computer-controlled cannon that plays the game itself, thus hastening the arrival of human-oppressing robotic overlords.