Well, I've designed my first game using victory points. My previous games have had single goals, such that at any point, it was easy to see who was the leader, and who was just behind him (or dead last for that matter).
Now with VP's, much of the "How am I doing?" is lost as you might have some idea, but really there is no clearcut leader until the game is nearing or at the end. Now, I can make mini-goals in the game, but this makes the game that much more complex. So how do you achieve an exciting game when you don't get that race and finish line feeling?
Not to derail the discussion back to the original question but....
Thanks for all the VP discussion. In my game, there is a time factor, so this should help the race feeling.
And I have played some VP games. Maybe it's just me, but Ticket to Ride is really just so so for its in-game excitement. I'll try to play some of the other games mentioned and see if they replicate what I have in my non-VP game.
I'll also investigate the VP track, but the game is pretty fluid throughout play, so this method may not work. But in the end, if my playtesters aren't excited, it'll be back to the drawing board with this one....