Mad Professor
Deity
The current Warlords succession game where the goal is to lose the space race as soon as possible is a good example of a victory condition where the difficulty level is secondary. If every team would have been allowed to select the difficulty level themselves I am sure some would have gone for deity...
There are countless variants that doesn't rely on a traditional victory to be fun. Say, "who can survive the longest against Monty, Isa, Alex on a crowded map with agressive AI turned on?"![]()
Well since there's a few 2 cent pieces floating around, I'll add one.
I think in SGOTM's, the "out of the ordinary" nature of the game is a key - something that really adds a lot to the exercise and makes it really fun for me. The GOTM spoiler threads are an excellent source of tips on how to improve my personal game (if only I had the time to carefully analyse them and experiment myself!!) and one fine day when I don't have much else to do, I'm sure my own game will go forwards in leaps and bounds because I'll be able to go back over several particular GOTM's and internalise some important strategies and tips that other better-than-me players have used and written about in their spoilers.
I see SGOTM's as something else though. There are two key elements which make them attractive and fun for me. One is the turnset by turnset interaction with other team members, and learning from them. The other which I've already mentioned, is working out with them how to best succeed at a particular out-of-the ordinary goal or problem in the game. Something that makes "standard" strategies less important, and the ability to improvise and bend those strategies to a particular "freak" set of circumstances more important! Obviously the difficulty level IS important - I really don't think it becomes not important, but it's not the most important thing.