We talk a lot about "arcs" in games: How does a player's game-state change from the beginning to the end. Victory points are one method of tracking that arc. Some games drip VP while others spike-and-plateau. Charting it, I noticed some loose correlation to game genres.
Some games layer different types of arcs into a single play experience, either by allowing different paths to victory or having multiple victory conditions. #GameDesign
Dividing up the vertical regions of this chart, you start to see some common game design issues expressed visually. In this example, the issue of how much of a player's progress to victory should be hidden to the rest of the players. #GameDesign