Thread: On Game Design
View Single Post
  #7   Spotlight this post!  
Unread 29-04-2004, 12:50
Unsung FIRST Hero
Matt Leese Matt Leese is offline
Been-In-FIRST-Too-Long
FRC #1438 (The Aztechs)
Team Role: Engineer
 
Join Date: May 2001
Rookie Year: 1998
Location: Long Beach, CA
Posts: 937
Matt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond reputeMatt Leese has a reputation beyond repute
Send a message via AIM to Matt Leese
Re: On Game Design

Quote:
Originally Posted by Ken Patton
Matt-

I agree with some of your observations, but I don't think the solution is to give the game an easy element. I think thats what they tried in 2003, and the free market gave us a whole bunch of talented "boxes-on-wheels" and few stackers. In my opinion, when you have experienced teams building not much more than a drivetrain, its gonna be a boring slugfest.

Everyone loves the 2000 game. It was (and still is) my favorite. It did not have an easy element (yes I know I am ignoring simply sitting on the ramp, but there were few boxes on wheels tha did just that). 2004-style herding is easier than 2000-style hanging or 2000-style ball-bin-scoring.

I though this years game came close to 2000 in terms of the entertainment factor. Sure, there were a lot of teams who bit off more than they could chew (we did, the 2X ball grabber is on the "wall of shame" in our shop), but I would say that that penalized the experienced teams (who wanted to do it all) more than the less-experienced teams (who wanted to be great at one or two things).

Drive systems are going to evolve regardless of the game, in my opinion. If a team focuses too much on a specific drive system, it might hurt them when they see in January that the new game makes parts of their idea obselete (for example how important was it this year to have a multi-speed drive as compared to a platform climber?)

Ken
I don't think there should be an "easy" element of the game. Perhaps my original post wasn't clear enough in that regard. I think that there shouldn't be one easy element and one hard element. I think there should be two medium difficulty elements. I don't like the easy and hard element mix because it tends to differentiate teams into those who can compete and those who cannot. Or, worse, you end up in a position like 2003 where you pick one element to design against (stacking) and find out that you can't actually score points that way (reliably) and you're basically done competiting for the year at that point.

I agree that drive systems will advance but there's no reason to make it easier. And there's also no reason to allow someone to easily build a very powerful drive train with additional robot elements. Allow a team to choice either a powerful drive train or additional manipulators.

I single out drive systems because there seems to be a lot of emphasis on them, particularly in the off-season. I also think that it's harder to get students involved when the robots get more complex (although it's not impossible but the more complex the robot, generally the harder it is to get students involved).

Matt
Reply With Quote