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Unread 15-05-2008, 13:42
Tom Bottiglieri Tom Bottiglieri is offline
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...

End game
Have one goal for bonus points that CANNOT be accomplished by both alliances, or has limited potential to be shared. Swing points are always great strategy focal points, and a massive fight at the end of the match is very exciting to watch. Hanging from a bar is the closest thing we've seen to this in the past few years.


Autonomous/Hybrid Operation

Less than stellar autonomous operation at the end of the match will take away from the "big ending". Keep it in the beginning of the match.
Only 'bonus' points should be awarded in this period. Taking scoring opportunities away from the teams (04 ball release comes to mind) will destroy parity as the veteran advantage grows with the new control system and its learning curve.

Scoring Opportunities
It's tough to have multiple ways to score (game pieces) and keep the game simple to describe to spectators. Basketball has solved this "issue" with the 2 point and 3 point shot. Same game piece, same goal, different difficulty. Overdrive showed a bit of this with herding/hurdling the ball across the finish line, but the herding task was far too easy and the hurdling incentive was far too hefty to keep an even amount of teams trying each. Then again, making the "stretch" goal too hard could be the cause of a bunch of robots that cannot perform well as teams will push themselves to fill the "glory" shoes.

More to come...

Last edited by Tom Bottiglieri : 15-05-2008 at 13:44.