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Re: Cookie cutter game design
There are certain requirements that FIRST uses to develop games. I believe that the requirements list is double-checked every year or two, but some of the basics, in no particular order, are:
--Playable by rookie teams (who tend to do little more than a box-on-wheels)
--Challenges experienced teams (see also: two-ball auto)
--Spectator-friendly (as in, spectators can see the field pretty well)
--Safety
--FUN!
--Simple rules (sorry, but that's "as simple as possible"--the rules aren't simple)
--Other requirements that I don't know about...
If you had to design a brand-new game every year, using those requirements (in some order--not all games will hit all requirements fully), you'd have some common elements, too. Those first two requirements ARE real, and they ARE difficult to work around each other! And yet somehow, FIRST comes up with a new game every year, and they're all different (in some ways). If they happen to be a little cookie-cutter... let's just go with the lack of endgame in 2014 (and 2015)...
Incidentally, there is a really good strategy for rookies. Phase 1: make sure you are getting the KOP drivetrain. Phase 2: Assemble immediately after Kickoff. You can now play the game at a minimal level (defense, "easy" tasks). Phase 3: Figure out what simple assembly to add on that will make you play the game better than anybody who stops at Phase 2. Repeat until bag.
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Past teams:
2003-2007: FRC0330 BeachBots
2008: FRC1135 Shmoebotics
2012: FRC4046 Schroedinger's Dragons
"Rockets are tricky..."--Elon Musk

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