I'd expect "geometric average" to be one of the closest simple statistics for most games, assuming that you have some ranking that can be treated linearly.
It would be generally unclear that rankings can be treated linearly. A subtle aspect of Elo is that as the disparity between two players increases, the Elo metric essentially becomes less and less certain that there is any relationship between the skill of the players at all, which is probably a bit deeper way of understanding "why" . Eventually you'll reach a point where if you round to integers, the winner winning will result in an increase of 0 points. (In fact one thing to watch out for is how you round; it's easy to end up with a wandering Elo basis if you truncate both sides rather than rounding properly, for instance.)
It's fairly trivial to show that if you take a pool of the worst players and the best players, Elo will eventually converge to those two pools having about that amount of distance between them, but by inserting a fresh pool of middling players into the pool, the distance between the best & the worst will increase despite their skill not changing. If skill is linearly distributed... assuming you can even define that... Elo ratings might be somewhat reasonably treated linearly, but skill is very unlikely to be linearly distributed.
Basically, I like Elo when used properly and I have used it to good effect a few times myself, but it is a bit dangerous in that it offers a number... but that number lacks many properties we associate with integers. (For instance, in another posting I point out you can shift the entire Elo pool by any constant you like without changing the system. Integers do not have this property.) They have a definite meaning, but it isn't what your intuition might suggest. You really shouldn't do any arithmetic on them. They only make sense in the context of the Elo computation itself.