Pacific Victory is Columbia Games' block game about the Pacific War in World War II.
It's a development of the system used in Victory: The Blocks of War, with changes due to the time and distance scales. Every turn, for example, represents three months of time.
It's an entertaining and interesting game, but it suffers from a perception of imbalance. Specifically, it appears it's very hard for the Japanese to win the campaign game if the Allies take a patient approach. The economic imbalance is simply too great. While it may be argued this is realistic, it's a problem from a player's standpoint.
It also encourages an unhistorical line of play by the Allies. In the actual event, the Allies did not behave as if they had all the time in the world. Domestic politics ensured that the war would end as soon as possible and victory, even if certain, would not be delayed. The allies, for example, could have simply blockaded Japan into starvation instead of dropping the atom bomb, but that would have taken much longer, been less certain and caused even more suffering.
One suggestion has been to change the victory awards and give the Japanese a victory if they get 16 VPs instead of needing 20. While adding some drama to the game, it raises as many problems as it solves. Now the Japanese can win an early knockout victory too easily by taking India. While damaging to the Allied cause, this would hardly have represented a real win. It also doesn't solve the long-game problem. If the Allies manage to hold the Japanese off from 16 then their eventual economic dominance will still come into play.
There may be another option that's in keeping with Columbia Games precedent. In Bobby Lee and Sam Grant the confederates get a bonus VP every so often, which provides an incentive for the U.S. to keep pushing every year instead of just sitting back and accumulating a huge edge in resources. A similar mechanism could also be used in Pacific Victory, giving the Japanese bonus VPs for holding out (although these would count for victory only and not bring additional resources.) Playtesting would be needed to figure out the best pace, but I think a good place to start would be 1 VP for every Monsoon season.