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An error anywhere during the game can be unrecoverable, that's why it's an error. The opening isn't special, in fact I'm sure an error in the ending is more likely to lead to a loss.

Chess strength _doesn't_ depend strongly on memorization. GMs are often content to take an equal position against IMs and then just outplay them in the rest of the game.

At top top level, they do spend a huge amount of time on opening research, but that is because they can. They can work full time, they know who their opponents are going to be, they have engines and seconds. You can use those resources on concrete analysis of positions that might occur, but not as easily on expanding your generic middlegame knowledge. It doesn't apply to normal GMs.



> An error anywhere during the game can be unrecoverable, that's why it's an error. The opening isn't special, in fact I'm sure an error in the ending is more likely to lead to a loss.

Agreed, but a tactical error in the opening is replicated and multiplied throughout the game. if I'm going to criticize it as an abstract strategy game, it's too sensitive in that regard. Yes, an error is an error, that's why they're called as such. In chess, opening errors have much more drastic consequences, depending on the error, than say Go, where you have more opportunity to recover from the error. An opening tactical error can spell doom for your middle game and end game (as analyzed by chess commentators, instructors, books, videos, etc.).

Outside of amateur casual play, you must play a stronger opening game than your opponent, if you want any hopes of winning. Even if your mid and end games are stronger, if you make a tactical opening error, you may never get the opportunity to play that genius finale, because you'll never get the opportunity to recover. Openings have to be damn-near perfect when playing seriously. That's what bothers me.


It's just not true. Even at top level, many games are won from an equal or slightly worse position after the opening, heck Carlsen is famous for it and he's #1 by a huge margin. Saying that you must have a stronger opening than your opponent to win is not true at any level.


That's because the opening is 17 moves deep when the error is made. You're entering mid game at that point. Ruy Lopez, Queen's Gambit, Sicilian, Dutch, and King's Indian defenses, Stonewall, others, are generally preferred, because of their strengths. But if you're not familiar with them 17 moves deep, and several of their variations, you're screwed. There's a reason why you have "Encyclopaedia of Chess Openings"- it's the disproportionate strength of chess.


It's really not necessary, especially with white. Before that move 17 you can deviate at virtually any point and end up with an even game. As black it is harder to be really equal without knowing theory against an opponent who does, but black has a huge information advantage (you only play 1 obscure defence to 1.e4, white has to know them all).

What distorts your view is that many chess players _like_ to study theory. The Sicilian with its famous counter attacking situations! The King's Indian with its famous attacks on opposite flanks and a closed center! I have seen many GM games like that and I want to play like that too.

When both players are like that, they play into really sharp and hard to understand lines, where it really matters if you know the theory one move deeper. There it does, because such positions are often extremely sharp, and as you _can_ prepare them often, that is worthwhile.

But in the other games where you meet an opponent who plays something quiet that you've never seen before on move 3, it's all useless. And such moves are a perfectly legitimate and strong choice.

Anyway, go to any chess club, and ask around which players have memorized the most opening theory. It'll be the 1700 guys, not the masters. Memorizing theory doesn't actually make you stronger.


You only get into those situations if you choose to follow theory, which is not necessary. There are myriad sidelines that are adequate outside of the very top level and will give you a playable middlegame with little to no theoretical knowledge.

For example: as White, you can play 1. g3, 1. b3 or a reversed Queen's Indian and get by with zero concrete knowledge. As Black it's a little more involved but 1... d6 and 2... e5 takes about thirty minutes of research and you can play anyone under 2400.




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