Quote:
Originally Posted by Siri
Several of my non-FIRST friends, even ones who love watching and/or playing soccer, thought Breakaway was unbearably slow. (I suspect it was robots' inability to execute awesome passing plays?) I think Rebound Rumble had a lot more movement and seemed more engaging to the crowds even at non-Championship levels.
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I think spectator friendly also relates to how easily the crowd can pick up on the game and get excited. Obviously, Breakaway was easy to explain (Ball and Balance), and the same can be said for Logomotion (Hang and Race) and Breakaway (Soccer and Up).
This has been a goal that has been explicitly recognized by FIRST (I believe), and so it should be less than a surprise when we see a game that follow these trends.
Quote:
Originally Posted by kiasam111
Something that has lots of degrees of difficulty would be nice. Its already been said in various places, but defensive robots were actually quite hard to do due to the bridge/barrier. Overdrive, correct me if I'm wrong, allowed teams to simply build a driving base and still score points for their alliance. Something that is easy for rookies to do, but has more complex elements for the veteran teams to tackle =)
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Your point actually strikes at a more fundamental level of creating of creating these games. The pertinent one being how do you balance a challenge so that the veterans are challenged while the rookies can still field a competetive drive base.
I agree that this game naturally discouraged drive bases, perhaps an unfortunate oversight. However, can we afford to have games that have such an elementary level while the best continue to get better?
- Sunny G.