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Re: 2012 Lessons Learned :The Positive
I really liked the fact that I could describe this game in very simple terms to a community member not associated with FIRST. "We're making robots to play basketball" while a massive simplification gets the conversation going and opens the door with something intriguing. Logomotion was difficult to make seem fun and interesting to the unitiated: "We pick up inner tubes and hang them on a wall of pegs..." Again, the end-game was easy to figure out: more robots balancing = more points.
Kudos to the GDC for making this a fun, challenging game, with broad based appeal for non-FIRSTers.
PS, I think anyone who wants to post in the negative thread should have to post here first.
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