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Unread 13-11-2014, 17:47
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Jacob Bendicksen Jacob Bendicksen is offline
Figuring out what's next
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Team Role: Alumni
 
Join Date: Apr 2013
Rookie Year: 2012
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Re: Defining Great Game Design

My top components of a great game:
  • The ability for teams to build to their skill level. World class teams should be able to build really complex and multi-functional robots, while the less experienced teams or those with less resources can still produce something functional and satisfying.
  • Spectator-friendliness. (Is that a word? It is now.) If we're going to "Make it Loud," someone who hasn't read the rule book should be able to gain a functional knowledge of the game by watching a match or two.
  • A reasonably short rule book. At a certain point, the game is just too hard to understand, and teams will start incurring penalties that they barely knew existed (*cough* Aerial Assist *cough*).
  • Some level of coopertition, whether it's inter- or intra-alliance. Six robots doing the same thing in parallel is a lot less interesting than six robots doing the same thing in series. One thing that I loved about Aerial Assist was that it was fully possible, even likely, for an alliance of three decent robots to take down an alliance with one world-famous bot.

I'm interested to see what everyone else has to say!
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Yale University Class of 2020

Team 1540 | 2012-2016
7 Chairman's Awards, 6 other awards, 2015 Dean's List Finalist, 1 event win, 2 finalist finishes. Thanks for an amazing ride.