MartinCarpenter wrote:We did use increments in the end, because I set them. Which confirmed my previous prejudices really - the interfaces on these things are objectively terrible....
...Note that we did lose a game (and the match) arguably because our player wasn't familiar with how the increments work on the clock -he lost on time when his clock hit zero, but clearly thought it was going to add 10 sec on and let him keep playing.
Which highlights two things that have already been said.
First, players are bound to be resistant to things they're unfamiliar with, with some justification (see e.g. above story, or tales of demon juniors 'flagging' etc.). We've also had people insisting on mechanical clocks, in matches and in the club rapid play tournaments, for the same basic reason that they aren't used to them.
Two, only actually using increments will make players more familiar with them.
Related to the latter, we got past most of the doubts about digital clocks a couple of years ago by buying more of them and encouraging people to use them in the club rapid-plays and for casual games. Suspect wider acceptance of increments among ordinary club players who don't play in congresses (where increments are more common) will require something similar.
There are, however, inevitably going to be teething troubles. For instance, we currently have in Greater Manchester at least three leagues all using different time controls. Thus Manchester Winter League (30/75+20min to finish, option for increments by mutual consent), Stockport League (80 min + 10sec increment, option for game in 90 min) and the Summer League (game in 75 min). Hardly surprising some people get confused....