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| View Poll Results: What is the most important game aspect? | |||
| Anyone can build a competitive robot |
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24 | 24.00% |
| Game pieces/field are cheap to buy/make |
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4 | 4.00% |
| Spectator friendly |
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37 | 37.00% |
| Big scoring "oomph" option at the end (ex. get supercell in for last second 15 points) |
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12 | 12.00% |
| Similar to common/trendy sports |
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4 | 4.00% |
| Something else (please share!) |
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19 | 19.00% |
| Voters: 100. You may not vote on this poll | |||
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#16
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Re: Most Important Game Aspect
Quote:
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#17
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Re: Most Important Game Aspect
I voted for something else.
Triple Play is my favorite game because it had one, simple robot function, many different opportunities to score and the ability to de-score against opponents. The rows were important and it took a clever strategy to keep your opponents from having more rows. The game was dynamic and I don't feel it was difficult to explain it. 3 points per tetra on top of a goal, top tetra determines who owns the goal, if the alliance owns three goals in a row (think tic-tac-toe) then they get bonus points. Very simple. The game piece was easy to manipulate and success relied more on driver skill than robot design. |
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#18
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Re: Most Important Game Aspect
The game has to be fun and challenging. Remove those two aspects, everything else disappears.
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#19
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Re: Most Important Game Aspect
Grandmothers.
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#20
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Re: Most Important Game Aspect
Seconded, Awesomeness is always a plus.
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#21
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Re: Most Important Game Aspect
My dad was not happy with the robo-blender effect that went on during the matches this year. He did mention that last year (despite pileups) the games were easier to follow and that if you want an audience, they shouldn't have to be briefed on what the heck is going on every second of a match.
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#22
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Re: Most Important Game Aspect
I think one of the most important aspects of any game is for it to be able to be played more than one way. Game designs that promote one type of robot design are not interesting. This year, there were two types of robots (basically), shooters and dumpers. I think the gdc does an awesome job at making the game playable in different ways every year. An example of a game design that didn't allow for much diversity in design is this years VRC (vex..) game, "Elevation". There was pretty much only one basic design, (an escalator type).
Diversity in robot designs could also lend into the "spectator friendly" category, because seeing different types of robots compete each other is probably more interesting than seeing duplicates of the same robot. *edit* oh yeah, and making sure the drivers are able to see the field, like last year that middle lexan divider was very reflective under lights. Last edited by BradMello : 25-04-2009 at 22:06. |
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#23
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Re: Most Important Game Aspect
I would have to say the best game is the one that allows many different and effective variations of robots. Essentially a chance to innovate and make a large range of designs.
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#24
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Re: Most Important Game Aspect
I think the most important thing is to create a game in which a very wide variety of designs and strategy can be employed. The main reason I didn't like this year's game is that all the robots looked pretty much the same, with only a few exceptions.
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#25
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Re: Most Important Game Aspect
I feel that the most important thing is to allow teams to make the game as difficult as they choose.
06 - shuttle balls to the corner all the way to camera tracking turrets 07 - ramp bot to a transformer that went from effective ring scorer to double ramp 08 -drivetrain to five line autonomous removing two balls and hurdling on the run I don't believe "leveling the field" is the right goal. I support making sure everyone has the ability to impact the game. |
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#26
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Re: Most Important Game Aspect
i'd have to say that robot to robot interaction is very important(ramp bots in '07). its really a cool sight to see two robots interacting with one another to gain an advantage. its both a interesting thing to watch from the spectators point of view, and a great challenge for the teams.
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