OK, I've posted 3'ish times asking, basically, "what the hell the argument is about".
Ok - Throughout all this I've been trying to make the argument in favor of victory conditions. Not that they should be the only way to play, quite the opposite, but that they should be included and by existing they make for a better game overall and especially hugely improves it for new players.
Why is this?
1. Victory conditions give a goal, something to work towards for the dozens of hours the game takes. Even when a game drags a bit for whatever reason (in a 4X typically waiting for new research or units to build) you know why you are waiting, why it's worthwhile. You can see what you are trying to achieve.
2. Victory conditions are a way to teach players beyond the tutorial. They show you what the game thinks you should be able to achieve by playing well. That's important to a new player who doesn't know what success is supposed to look like yet.
3. Victory conditions provide context. Even when you 'lose' you see how long it takes for someone else to 'win'. They provide time pressure to your actions because you know other players are doing the same things you are and you need to do it faster/better than them throughout the game.
4. A finite end underlines a games replay value. One game ends, another one starts. It helps to ensure that you still feel hungry, like you haven't accomplished everything you want in one single play through so you'll try again. By ending the story you're excited to start a new one.
5a. Winning feels like a real achievement.
5b. Even when you lose, surviving until someone else wins for the first time feels like an achievement.
6. Seeing alternative victory conditions makes other aspects of the game than war seem equally important. If trade or commerce or politics genuinely allow you to win by themselves then it shows you need to be paying attention to them.
All of this combined makes for a much more approachable form of the game for a new player and that's why I think that's how the game should be presented to new players. I definitely think an endless mode should be included, I even think that that should be the primary game mode (much like Ironman today) but it should be an optional thing for veterans to pick up when they want rather than the starting point for new players to try and figure out themselves. For games with this much depth and detail it's a huge missed step for anyone to be able to walk away after playing one single game feeling like they've done everything the game has to offer.
Other points that have come up -
In other games victory conditions have made for AI that will rush for an arbitary victory instead of playing a more rounded game.
That's a flaw in those games, not with the idea of victory conditions. You can set better victory conditions or make better AI or change a bunch of other stuff to fix this. PDS are good designers. They can do figure out how to make both modes good.
I like to make up my own goals and stories.
That's cool. Having one mode with victory conditions doesn't stop you doing that. You can always choose to play endless if you want.
Endless games are better than non-endless ones.
I can understand that point of view. I certainly want to play Stellaris in endless mode. But all players start out as new players and they'll only hang around for that long haul experience if the game makes them feel rewarded for doing that. At first players need goal, then as they develop they can move on to making more ambitious goal.
In closing
An endless game can make for a deeper experience and for us as long term GSG players that's almost always what we want; a challenge, something that we have to really work to achieve things in. We mostly want to make our own stories, define our own success. But that's not where we started. We'd have never got to that point if we never had the chance to feel good about our own ability. Before we can set our own goals we need to know the game's scale and scope and what the game thinks are reasonable goals for us to aspire to. Being overwhelmed is a big problem for PDS games and a lot of players only get into them at all b
The argument that the game should simply not have victory conditions is a pretty extreme position to take. I agree that all players should have the choice to play without them if that's their bag but to say that the game shouldn't have them at all forgets what it's like to be a new player being overwhelmed by everything that's happening. It doesn't hurt our experience for other players to start with a more approachable, more finite form of the game while they learn the mechanics.
It's ok for us to ask for more choice. But we shouldn't ask for optional content other people will appreciate to be removed just because it's not to our taste. We can have the endless sci-fi empire we want while still having something more approachable and structured for new players.
We can have both.
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