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#1
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[FRC Blog] The 2016 Season, by the Numbers
Posted on the FRC Blog, 5/13/16: http://www.firstinspires.org/robotic...by-the-numbers
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#2
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Re: [FRC Blog] The 2016 Season, by the Numbers
I took the liberty of creating a bar graph of the Weekly Quality Survey 9from the survey Excel sheet that was in the post).
http://imgur.com/kDRQseO Edited spreadsheet is attached |
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#3
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Re: [FRC Blog] The 2016 Season, by the Numbers
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#4
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Re: [FRC Blog] The 2016 Season, by the Numbers
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I look forward to more well integrated themes. |
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#5
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Re: [FRC Blog] The 2016 Season, by the Numbers
Ditto!
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#6
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Re: [FRC Blog] The 2016 Season, by the Numbers
I would guess we will. I hope if they do though, they stick to using themes that excite people and still feel like a competition. This year worked great because it gave the feel of a medieval tournament. It still felt very competitive and I feel added to the game fairly well. A theme like recycling though sort of takes away from the competitive aspect and doesn't really pump anyone up. I'm not sure how many themes they could use that fit with robotics but hopefully they find another that can work as good as Stronghold.
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#7
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Re: [FRC Blog] The 2016 Season, by the Numbers
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#8
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Re: [FRC Blog] The 2016 Season, by the Numbers
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I, for one, think the game helped to contribute a lot to FIRST, including making viewership for an outsider seem a bit more entertaining. The theme helped to get team members engulfed into the game, and while the 'Renaissance Fair' flair that some people had at competitions may have been off-putting to some, it just shows they were inspired. The Disney Imagineers helped to hit this game out of the park. Last edited by bkahl : 13-05-2016 at 19:39. |
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#9
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Re: [FRC Blog] The 2016 Season, by the Numbers
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Most of the people I showed the game to thought the medieval theme was too childish. The times where we got the best response during demos of our robot we just explained it as a Dodgeball robot. Our team went with the theme quite a bit. In fact our lead mentor spent over 10 weeks straight hand making chain mail. But, I think the best first games are the ones more like a sport. It's just easier for some outsiders to relate. Also I don't see how making a costume instantly shows someone is inspired. Think of this game without the decals without the castle tops and without the interestingly named defenses. I think it would still be just as fun and less off putting to the average high school student. I will end this saying I did love the game the concept was cool and I liked the game pieces. What I did not like was the imo childish theme. |
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#10
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Re: [FRC Blog] The 2016 Season, by the Numbers
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As for your 'average high school student' comment... I find 2 key issues. 1) Not every 'average high school student' connects to sports 2) This program is full of students I would say stray from the 'average' high school student in A LOT of ways. While I like sports games too, FIRST has done A LOT of sports themed games. Its cool to stray from the norm. I think a majority of the people in the program took the theme well. Besides, its better than Recycling. Last edited by bkahl : 13-05-2016 at 20:14. |
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#11
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Re: [FRC Blog] The 2016 Season, by the Numbers
I agree. I think the big difference between 2015 and 2016 is that this year the theme helped the game make sense. The very different tasks of shooting, driving over obstacles, and climbing are all tied together by the theme. The theme makes the game make sense as opposed to 2015 where they could have called the game Stack Attack and it would have made just as much sense.
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#12
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Re: [FRC Blog] The 2016 Season, by the Numbers
Except that in 2003, Stack Attack made a lot MORE sense--see (opponent's) stack, ATTACK!!!! (Yep, that was the game name that year.)
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#13
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Re: [FRC Blog] The 2016 Season, by the Numbers
I know it was the 2003 name, but I can never think of another name to use as an example because it is so darn catchy.
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#14
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Re: [FRC Blog] The 2016 Season, by the Numbers
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). I'm not sure how long they'll be able to come up with unique, well-integrated themes (perhaps a 4-year theme cycle?) I also think that one of the reasons that FIRST Stronghold is one of the most beloved FRC games in recent history is that it had such a strong driving vision behind it. You might say that that Stronghold would have been better with the exact same game, without the theme, but I highly doubt the current game design would have been reached without the theme. |
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#15
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Re: [FRC Blog] The 2016 Season, by the Numbers
A themed game does not have to be good or bad. As a matter of fact, what makes or breaks a game probably ISN'T the theme, but the theme can enhance the game.
Themed games: 2008 (NASCAR/Mario Kart) 2009 (Moon base) 2010 (Soccer) 2011 (FIRST Logo) 2012 (Basketball) 2015 (Waste management) 2016 (Medieval) Pre-2008, there really wasn't much of a theme to the games, per se. They were... the games. 2013 and 2014 are left off as well, for a similar reason. So, with that being said... 2009 and 2015 consistently make "bad game" lists. 2009's primary issue seems to have been the floor and the trailers resulting in scrums; 2015 was essentially 3v0 + 3v0, with "extra" game elements. 2011 is often included on those lists due to the minibots (a rather failed attempt to integrate FTC with FRC to some extent, which happened to decide many matches and tournaments). On the other side of the coin, 2012 is generally regarded as a good game (though not top-flight necessarily--that depends on how many other good games whoever is ranking it has seen) with the one negative being the coopertition points that year; some teams tell horror stories about being stood up on that bridge. 2008 is "OK"--nothing fancy, nothing too terrible (other than the dreaded lane violation penalty); 2010 is in the same boat (with the main complaints being, as I recall, the ties and the possession limitations). And 2016 is one of the few games that was greeted with "We get to play this? COOL!" rather than "WTF, GDC?", and maintained a generally very high level of liking through the season (minor hiccups aside). Where does that leave themed games? Done right, the theme enhances the game and makes it more popular. Done wrong, the theme can detract from the game. If a game element is done poorly, the themed game can give all themed games a bad name... I'm thinking that next year's game will have a hard time passing Stronghold, but I'm willing to give it a shot. |
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