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#16
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Re: lamancy in the games
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maybe for the FIRST 15th anniversary game they could combine all the games from the last 14 years into one 10 minute match? It would be like a Goldburgh-machine competition! (lamacy would be less than 3%) Last edited by KenWittlief : 29-03-2006 at 13:04. |
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#17
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Re: lamancy in the games
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Even you said last years game was dragging, "but began getting interesting at the end." The end is not here yet. ![]() |
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#18
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Re: lamancy in the games
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#19
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Re: lamancy in the games
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So from that I must conclude that (choose any one):A) the quality of the games just doesn't matter - we would all build robots to play "rock-paper-scissors" if FIRST told us to, cause it is just so freakin' much fun to build a robot until 2:30am every night for six weeks! B) the 25,000 people participating in the process of building robots to play this year's game are all morons that love to play games that suck C) the original premise is not quite correct, there is some room to improve but the games are not all that lame after all, and they provide a reasonable challenge for the teams to design toward and a reasonable level of excitement for the audience to watch D) the original premise is way off base, the games are perfect and absolutely impossible to improve upon I may admittedly be a little biased, but I think I am going to go with option "C." And, yes, if you didn't notice - Dean, Woodie, and I take these sort of comments a little personally. Believe me, if you ever saw some of the ideas that never made it into the final games, you would really know what a "lame game design" could be! (Dave thinks about the "score points by throwing Krispy Kreme donuts at Dave and Jason Morrella" game).-dave |
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#20
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Re: lamancy in the games
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In recent years, most alliances have worked together in an individual manner. (Team XXX plays defense against Team ZZZ, and Team YYY will fend off defender WWW while shooting at the goal.) The robots have not been challenged to act harmoniously to achieve a goal. I know many folks did not like the 2001 game, because of its' indirect competitiveness, but the robots that year were forced to work together as a unit, not individually to achieve the alliance goals. There have been posts this year talking about "feeder robots", and that may have happened, but to a very small degree overall. Otherwise, robots have acted on their own to accomplish their part of the alliance goal. A hockey type game though would force the robots to work together and set up passing plays. (i.e., the robot who carries the puck across the "blue" line cannot be the robot who scores, unless the puck is passed to a partner and returned to the original robot, or stolen by an opponent and stolen back) I would love to see more interaction in this manner, rather than the manner in which current games are designed. This is just an example, there are many quirky rules that would need to be hammered out, but the idea of having alliances interact with each other to win is the key point. |
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#21
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General design Stuff:
http://www.chiefdelphi.com/forums/fo...play.php?f=148 (oh look, a parent menu) http://www.chiefdelphi.com/forums/sh...ad.php?t=42208 http://www.chiefdelphi.com/forums/sh...ad.php?t=38139 http://www.chiefdelphi.com/forums/sh...ad.php?t=38141 http://www.chiefdelphi.com/forums/sh...ad.php?t=38142 http://www.chiefdelphi.com/forums/sh...ad.php?t=38140 Water stuff: http://www.chiefdelphi.com/forums/sh...ad.php?t=45731 http://www.chiefdelphi.com/forums/sh...ad.php?t=41024 We don’t need extraneous discussion about next year’s game or game ideas in this thread. Please keep this thread on topic about how lame the game is. (these words do not reflect my opinion but only the main argument of this thread) |
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#22
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Re: lamancy in the games
(My comments may be a little bias because this is the second game i have ever seen.)
This game is more exciting then last year for sure. There are so many different ways to play it that it is very exciting. There are shooters corner scorers defenders, and countless inovative designs for each way. Last year all teams did was cap goals over and over again. There was very little in the way of Change form match to match. This year there is so much need for scouting for your aliance. Last year all that mattered was who could cap more. |
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#23
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Re: lamancy in the games
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Not to mention that autonomous was so challenging no one got the vision tetra capped! However, I suppose all this does is to prove that this year's average difficulty was about the same as last year's. I think FIRST is doing a pretty good job designing the games if all it comes down to is personal preference! ![]() |
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#24
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Re: lamancy in the games
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#25
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#26
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Re: lamancy in the games
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#27
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Re: lamancy in the games
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Last edited by Rick TYler : 29-03-2006 at 15:32. |
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#28
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Re: lamancy in the games
let me restate my question.... because most of you have been commenting immensly, The fact of lameness being with the IDEA!!!! of the game not the Whole idea of robotics, You all seem to be straying to far as to saying about how we win every competition and then your god or something and trying your very best to criticize the opposite of what I say. Debatable topic indeed but were talking about the lameness of the game idea rather than the lameness of the competition... maybe that will have some more mixed feelings
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#29
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Re: lamancy in the games
Lame? I don't think so.
Last year when I first saw the game, I'll admit my first reaction was "that's it?" I mean, sure it was easy to understand from the audience POV, but.. it can't be hard or anything. As build season wore on, I was proven wrong- there were so many ways of going about this project! Then during competitions, I found myself holding my breath so many times, hoping that my team wouldn't fall over as it tried to cap, and it always seemed like forever when I was waiting for the score to come up. This year, at kickoff my first thought was that the game would fail to please. While I guess that's true for some.. This year has been so exciting for me! You can never really tell which way the matches will go- even with robots that seemed to have identical capabilities, I can never tell what will happen. As of now, I'm very fond of this year's game. It's easy for the audience to understand, there's options in what you can do, and it's a challenge for veterans and rookies equally. Teams can choose to specialize, or try get everything done. In my book, this game is marked as a success for the GDC. |
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#30
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Re: lamancy in the games
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Or you might end up giving us an even better game. We'll never know until you try it. |
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