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#1
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Re: Cookie cutter game design
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Can you further clarify what your step 3 is? Would I be correct in say that your step 3 is more deciding the relative importance of robot capabilities than of tasks in the game? |
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#2
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Re: Cookie cutter game design
I think that having a cookie cutter game design, at least in the context of some simple and easy goals, is a good thing for FRC games.
For newer/weaker teams, it gives them an opportunity to put points onto the board that they can be proud of contributing to the alliance, as well as giving them a build goal early into the season that they can follow. For stronger teams, having an 'easy' objective like crossing or reaching a defense becomes a new challenge; How do we achieve this objective most efficiently, without sacrificing operations that would give us more points overall? Having objectives that can be easily predicted before kickoff also lets teams do some amount of preparation and prototyping based on past challenges, which improves the overall level of competition, making matches more exciting to watch and participate in. |
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#3
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Re: Cookie cutter game design
Yes, step 3 is deciding on the relative importance (and required speed) of different activities as applies to your robot. It is important to remember that these activities are linked back to game tasks; for example, the ability to score a goal in stronhold (whether high or low) would require: boulder pickup, crossing defense carrying boulder (in most cases), aligning the shot, and delivering the ball. If you don't get all of these, the value of the others goes way down.
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