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The Question

Why do casinos keep bad games on the floor?

The short answer

Because “bad for the player” and “bad for the business” are different judgments. A weak-value game can stay when customers choose it and it earns enough revenue or strategic value for its space.

The full answer

Casinos keep some games that informed players consider bad because player value is only one side of the decision. Management looks at demand, expected gaming win, labor, space, reliability, customer mix and the role the game plays on the floor. A game can be expensive for the player and still be productive for the property.

The word “bad” needs to be defined before the decision makes sense.

Bad for whom?

Players usually call a game bad when it has one or more of these features:

  • a high house edge;
  • a weak blackjack payout or video-poker paytable;
  • an expensive optional side bet;
  • a fast pace that produces heavy action;
  • low hit frequency or severe volatility;
  • rules that are worse than another version nearby.

An operator may call a game bad for completely different reasons: empty seats, low win per unit, excessive labor, slow decisions, frequent disputes, unreliable equipment, weak repeat play, or poor use of floor space.

Those definitions can point in opposite directions. A 6:5 blackjack table may be poor value for a knowledgeable player yet remain busy because it offers a lower minimum. A mathematically attractive game may be poor business if customers do not understand it or walk past it.

The floor is managed as a portfolio

A casino floor is not a ranking of games from fairest to worst. It is a portfolio of products for different customers and occasions.

A manager may want:

  • low-minimum entry games for casual visitors;
  • premium tables for high-value customers;
  • recognizable games that reduce explanation time;
  • volatile products that create visible wins and excitement;
  • fast games for short-stay traffic;
  • slower social games that support food, beverage or hotel demand;
  • progressive products that give marketing a headline prize;
  • enough variety that one customer segment does not dominate the entire floor.

A product can survive because it fills one of these roles even if another game has better mathematical value.

What management actually measures

No single metric decides the floor, but common operating questions include:

MeasureWhat it asksWhy it can keep a weak-value game alive
OccupancyAre seats or machines being used?Strong demand can outweigh criticism of the rules.
Total actionHow much money is being wagered?A busy low-minimum game can cycle substantial volume.
Theoretical winWhat is the expected gaming value of the action?Higher edge and pace can produce strong expected contribution.
Actual winWhat did the game earn during the period?Used with longer-term context because short results are volatile.
Win per unitWhat does each table or machine contribute?Helps compare alternative uses of limited capacity.
Labor and support costWhat does it cost to keep the game open?Simple or automated products may remain viable at lower revenue.
Guest valueWhat else do these players buy or influence?A game may support hotel, food, events or repeat visits.

The casino should not rely on one week of hold. It needs enough observations to separate a genuine performance pattern from normal variance.

A simple floor-yield example

Suppose two tables are open for one hour.

Table A has four occupied seats, a $10 average bet, 55 decisions per seat and an estimated 5% edge:

$$4\times10\times55\times0.05=$110\text{ theoretical win per hour}$$

Table B has one occupied seat, a $25 average bet, 60 decisions and an estimated 1% edge:

$$1\times25\times60\times0.01=$15\text{ theoretical win per hour}$$

This does not prove Table A is the better long-term product. Labor, game protection, volatility, customer value and future demand still matter. It does show why “lower edge” does not automatically mean “better use of a table.”

Why customers still choose the worse version

Customers do not choose games only by expected value. They also choose by:

  • minimum bet;
  • seat availability;
  • familiarity;
  • speed;
  • visible jackpot size;
  • social atmosphere;
  • location on the floor;
  • simplicity of the decision;
  • promotional eligibility;
  • the feeling that a large payout is possible.

A weak rule can be hidden inside a product that is easier to enter. The lower minimum is immediate and obvious; the long-run price of the rule is delayed and abstract.

Research from UNLV on reel-slot pricing illustrates the broader problem. In one casino sample, a substantial increase in the selected games’ par did not produce a statistically significant short-term decline in performance. The study does not prove players never notice price, and it should not be generalized to every product or market, but it shows why operators test customer response rather than assuming it. The original paper is available through the UNLV Gaming Research & Review Journal.

Regulation sets permission and integrity, not a best-value guarantee

In a regulated market, a game normally must use approved rules, equipment and controls. Approval means the game may be offered under the jurisdiction’s requirements. It does not mean the regulator has selected the best available value for the player.

Nevada’s approved-games library shows the variety of permitted proprietary rules. The operator still decides which approved products fit its market, subject to licensing and control requirements.

A legal high-edge game is not the same as a rigged game. The problem may be price, not integrity.

Reasons a game can stay even when direct win is modest

Some products have strategic value that is not obvious from the felt or cabinet:

  • A progressive can generate database activity and repeat visits.
  • A recognizable table can make a new customer comfortable enough to enter the pit.
  • A low-minimum game can absorb peak traffic that would otherwise leave.
  • A specialty game can differentiate the property from nearby competitors.
  • A machine bank may be under a lease, participation agreement or conversion schedule.
  • A table may be retained for a specific event, tour group or customer segment.
  • Removing and replacing a product creates capital, training and downtime costs.

These are reasons to analyze the game, not excuses to keep it forever.

What finally gets a game removed

A game becomes difficult to defend when several problems persist:

  • occupancy remains low after reasonable placement and marketing tests;
  • win per unit trails realistic alternatives;
  • customers repeatedly misunderstand the rules or dispute settlements;
  • the game creates protection or procedural risk;
  • equipment downtime is excessive;
  • required labor is too high for the volume;
  • the product damages the property’s positioning;
  • regulations, supplier support or approved configurations change;
  • the floor can use the space more profitably.

Good operators compare performance across meaningful periods and similar conditions. They do not preserve a bad product because of one lucky month, and they do not remove a sound product because of one unlucky week.

What a player should check

The business reason for keeping a game does not make it a good choice for the player. Before sitting down, compare:

  1. the exact rules and payout table;
  2. the main wager’s effective edge;
  3. optional side-bet cost;
  4. minimum bet and likely pace;
  5. a better version elsewhere on the same floor;
  6. the total amount you expect to wager, not only the buy-in.

A casino learns from where customers place their money. Players who prefer better rules have more influence when they actually choose them.

For the player side, read Why Are Side Bets So Bad?, Why Is Blackjack 6:5 Worse?, and Why Do Casinos Not Stop Players from Making Bad Bets?. For operations, continue with Why Casinos Care About Floor Layout, win per unit, and daily revenue model.

Play smart. Gambling involves real financial risk. If the game stops being entertainment, it's time to stop playing.