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Re: Defining Great Game Design
The most important parts of game design for me:
1) Exciting to watch and play- this is the most common thread between the last three games in FRC. Aerial Assist, Ultimate Ascent, and Rebound Rumble were exciting to watch when played even at a middling level of effectiveness.
2) Playable at all levels of competition and for all levels of teams- Teams in the past few games at any levels could contribute to an alliance regardless of resources by engineering a robot intelligently. I appreciate teams like 4039 and 131 for completing the game task very effectively with more limited resources just as much as I appreciate teams with resources completing the taks well in other ways.
3) Games with strategic opportunity- A team of lesser robots can overcome a team of better robots by playing the match intelligently. This was huge in Aerial Assist and somewhat important in Ultimate Ascent. Most games in the past have had this to varying degrees.
4) Games that are based on skill, not luck- While a team of lesser robots should be able to beat better opponents, it should be difficult to do. Games need to reward skill- meaning good engineering and often good driver skill, not a coin flip or worse- fouls.
Games that have these four items in particular excite me.
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All of my posts are my opinion only and do not reflect the views of my associated teams.
College Student Mentor on Team 5254, HYPE - Helping Youth Pursue Excellence (2015-Present)
Alumni of Team 20, The Rocketeers (2011-2014)
I'm attempting a robotics blog. Check it out at RocketHypeRobotics.wordpress.com Updated 10/26/16
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