Great topic, Michael Ehr!
A victory point game that immediately comes to mind from reading the article is the Ascension card game, which I have played enjoyed regularly almost every week since the iOS version came out. The winner is the player with the most points, and there are two sources of points in the game, one obvious and one that's harder to keep track of.
The points you get from the "point pool" of the game from defeating monsters or using certain special cards are totalled up and always plainly displayed. The other points come from the point values of each card you collect, and is nigh impossible to keep track of these points other than a vague "it feels like my opponent has been grabbing a lot of high-point Mechana constructs".
While I see the value in having some level of uncertainty in these point total games, in Ascension it does fairly frequently result in disappointing or anti-climactic endings: "Oh I lost? I thought I was doing really well." or "Oh man, I lost by 50 points? I had no idea this match wasn't even close."
Lords of Waterdeep handles the point race a little better, I think. You still have your standard "race around the track" point total, but that hidden and uncertain secret point count seems better integrated into the gameplay. You know
your opponent has a hidden agenda based on their secret lord card, and so part of the game is trying to figure out which mission types are their specialty so you can thwart their plans.
Ticket to Ride, on the other hand, I think does the hidden points very poorly. You know your opponents are trying to reach certain destinations, and part of the gameplay is trying to spot if an opponent is headed in a particular direction, but other than looking at how many new destination tickets they are drawing you don't have many tools to measure how successful your opponents are at any given moment. Those anticlimactic endings of "oh wow, this match wasn't close at all" seem to happen far too often for me.