[quote name=\'chris319\' date=\'Aug 6 2004, 12:32 PM\'] This is always a dilemma in game show development: A game should turn on the last element played so that any player can come from behind to win. This gives the game a dramatic finish. [/quote]
True, but I think the better shows do it in such a way that, going into that final act of the game, the amount of the achievement necessary to come from behind is proportional to the amount of the lead they need to make up.
Herein we have a difference between a show like "Go!" and other shows. On Go, it could be 250 to 1250 going into that last round, or it could be tied at 750 a throw, it didn't matter, the same achievement won the game for either team. Building up the lead didn't mean jack.
Now we have the Countdown Round on "Split Second". Appropriately, the player in the lead is rewarded by being assigned the lowest number of correct answers to win. But it doesn't matter if their lead was $50 or $500, they still only get a one-question advantage over the next closest player. Better, but not perfect.
Now, consider "Joker's Wild". If you're looking at your final spin and it's $450 to $500, you're breathing pretty easy, because you know you will at LEAST have a chance to tie, and you have a reasonable chance of catching a Joker or a pair and winning the game outright. BUT, if it's $50 to $500, well, now you're praying for three Jokers, or some combination that will let you pick Fast Forward Asian Yachtsmen Of Renoun and reel off a bunch of right answers. MUCH harder to pull off, but we've seen it done.
THAT'S what I like to see. I don't mind the game engineered to go down to the wire, but make someone who has performed poorly to that point pull off something truly great to win.