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Unread 21-10-2009, 18:27
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Re: [FTC]: FIRST Rules Traditions and Practices

I don't understand why this has become such a strong tradition in FIRST to try and loosely interpret and bend the rules when you understand in full depth what FIRST means when they say you are not allowed to interfere with the communication of other robots. It seems more of like a joke to do this and can be at times, but I see this loose interpretation of the rules and the act of saying, "well it doesn't say..." to become a waste of time when in the thick of design
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Re: [FTC]: FIRST Rules Traditions and Practices

"I see this loose interpretation of the rules and the act of saying, 'well it doesn't say...' to become a waste of time when in the thick of design"

I see it just the opposite. How do you begin designing unless you first decide generally what you want the designed thing to do? And how do you decide what you want it to do unless you know what is possible or permitted for it to do under the rules?

It is not an issue of what the rules do not say, but of what they do say, and of making what they do say match what the game designers intended.

Use of loosely written rules and reliance on "spirit of the game" or other strained interpretations to fill the gaps creates a game environment that encourages conformity and convention and discourages innovation.
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Unread 22-10-2009, 11:21
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Re: [FTC]: FIRST Rules Traditions and Practices

Quote:
Originally Posted by Joachim View Post
"I see this loose interpretation of the rules and the act of saying, 'well it doesn't say...' to become a waste of time when in the thick of design"

I see it just the opposite. How do you begin designing unless you first decide generally what you want the designed thing to do? And how do you decide what you want it to do unless you know what is possible or permitted for it to do under the rules?

It is not an issue of what the rules do not say, but of what they do say, and of making what they do say match what the game designers intended.

Use of loosely written rules and reliance on "spirit of the game" or other strained interpretations to fill the gaps creates a game environment that encourages conformity and convention and discourages innovation.
I think you misunderstood what I meant. What has happened in many design sessions we've had people will go off on random tangents with things that are blatantly illegal in the game, but are worded in a way that they can say "well its not really that" but it's the same thing.
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