Via Mr Jones, a post concerning games where peace, not conflict, is the aim:

"Once we have a game system where the player is trying to maintain peace through a series of interesting choices (the same as one would make war in a typical Real Time Strategy), we can make things more complicated. What if the player not only needs to maintain peace, but also needs to be in a dominant position over the other players?"

One of the "aha" moments I belatedly had about 3-4 months after a group of us started playing Go, was the idea that efficiency is important in tallying up final scores: you get more points for capturing the maximum ground with minimal pieces. Or to put it another way (and given how err "undeveloped" my Go-playing skills are, I may be completely misunderstanding things): you win more by minimising direct conflict.