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[FAF] - June 28, 2013 - Game Design Committee
Frank Answers Fridays - Game Design Committee
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#2
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Re: [FAF] - June 28, 2013 - Game Design Committee
I think it's interesting to see the different types of language people use to describe FRC games, events, etc.
Here, the original question uses the phrase "main event" to describe a single portion of the game. I wonder what series of events led him to believe that the frisbees were the 'main event'. Further, I wonder why he didn't realize that, for most teams at most events, the most straightforward path to victory was to excel in that 'main event'. I think this points out that, despite the inference made in the question, the problem isn't with the game design, necessarily, but with how it is communicated to teams. |
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#3
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Re: [FAF] - June 28, 2013 - Game Design Committee
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There is no "main event". There are a series of tasks you can do - you pick the ones that have the best effort to reward ratio for your team's resources and then excel at them. That's the formula to win, as long as you're good enough at whatever you choose to do. Choosing more tasks than you can handle is a common mistake that leads to a lot of overcomplicated robots and unfortunate seasons. Perhaps FIRST could communicate better to teams that *no task is required*, but I personally didn't think it was at all ambiguous... Honestly, the 2012 and 2013 games were extremely balanced. 2011 is a different story, obviously, but it's clear that the GDC learned a lot from that year. |
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#4
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Re: [FAF] - June 28, 2013 - Game Design Committee
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I don't see any problem with the GDC's communication of how the game should be played: this year was the first year where the vast majority of teams aimed for a strategy that was within their means and executed well. The complaints in this question were caused because a person was put into an unusual set of circumstances where so many things that he encountered led him to believe that climbing was both easy and unreasonably valuable; he could not see the full picture. And there is not much we can do about it; if teams choose to not use chief delphi or some other way of interacting with teams from around the world, we can't force them to change that. All we can do is keep trying to encourage it. |
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#5
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Re: [FAF] - June 28, 2013 - Game Design Committee
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It does seem to be very much a communication issue, with communication being very much 2-party (albeit not so much bilateral). Personally, I think it's mostly an interpretation issue, but I'll yield to the general case. There were quite a few teams this year that felt better to "...buil[d] for climbing only because the reward is so much more it's not worth their time to gather and shoot frisbees (which was much harder than climbing)" [all emphasis mine], and there were quite a few teams that neglected the minibot in 2011. I wouldn't blame the GDC for this, though: my question is how we as the community can better prepare each other (pre-season) to assess how future games will actually play out. |
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#6
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Re: [FAF] - June 28, 2013 - Game Design Committee
I'm guessing the question defined "main event" as being the part of the game in between autonomous and the end game. While this year's end game didn't have a specified time limit, it still was an end game because you had to be on the pyramid at the end of the game.
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#7
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Re: [FAF] - June 28, 2013 - Game Design Committee
Sometimes, when looking at a complaint about scoring values, it is useful to look at the team's context. Team 3289 competed at the Utah regional, they went 10-4 overall. The lost one qual match to the Hawaiian Kids (enough said, you guys are awesome). In their other 3 losing matches, they played against 1891, the best high-level climber there.
Believe me, I know how it feels to lose matches because there are other robots that can do things that your robot cannot, it stinks. Afterward, all that I think is what ifs. What if we had spent our time designing a minibot deployment system. What if we had had different wheels so that we could balance more easily. What if we had built a climber instead of a floor pick-up device. This is the one statement that I have trouble with: Quote:
Engineering is optimizing and trade-offs. FRC is the same. Choose the best strategy that your team can manage, then optimize until you run out of ideas, brainstorm some more, and optimize again. If the GDC wanted, they could make games where only one thing happens, and we would all become excellent at optimizing. But they don't, because they want us to make trade-offs. I hope the best for you guys, 3289. You appear to have done well this year. My one suggestion would be to spend 1 more day in the early build season analyzing the game and determining trade-offs. EDIT: Pault added in 3289's context, beat me to it ![]() Last edited by Caleb Sykes : 28-06-2013 at 21:47. Reason: Pault put in context before I did |
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#8
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Re: [FAF] - June 28, 2013 - Game Design Committee
This year's game was REALLY hard. Arguably the hardest FRC game I've ever been involved with, dating back to 1998.
It would be too easy to tell this mentor "Hey! None of the 3 World Championship winning teams could climb past 10 pts. They were dedicated Main Event-ers! They were pretty darned successful!" The irony is, because the game was so hard, it actually worked to the advantage of the non-elite teams. If they had the cajones to pick just one thing to do well, and spent the entire build season dedicated to doing that one thing at a World Class level, they had a shot at winning big this year. I saw a lot of teams in Ontario make huge strides with their on-field performance, because they took this philosophy. Even the best of the elite teams struggled to "do everything" and do it really well this year. There's a long list of historically great FRC teams who didn't have as much success this year because they built robots that tried to do too much, and ended up doing everything poorly. In fact, the two robots who put up the single biggest individual scores in matches this year (469 and 1310) notably couldn't climb past 10 pts. I don't recall any robot that even came close in individual robot scoring (~140 points in a single match) that could 30 point climb. I actually think the game needs to be "too hard" to give teams like 3289 the best chance at winning. To take advantage of this, it means teams have to bite the bullet, and focus on building robots that do one or two things really really well, then lean on great strategy and scouting to piece a winning alliance together. It probably also means the end of an era of dominant robots that can "do everything," but I too think this is probably a good thing... |
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#9
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Re: [FAF] - June 28, 2013 - Game Design Committee
GDC, don't get self-conscious and feel bad. We like you. You've made two great, fun, exciting games. Keep 'em coming.
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#10
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Re: [FAF] - June 28, 2013 - Game Design Committee
Part of this should make people realize how hard the GDC's job is when they design a game. Point Evaluation is such a difficult requirement for any GDC due to them not being able to see what the teams and robots are capable of. The person who asked the question asked why the climb value was so high, but I saw many cimbs either removed or not picked due to their respective value compared to the overall field. I would wish I could PM this guy to tell him that my personal favorite climber this year did not get picked at champs(1421).
Back to the overall game design for FIRST. I also believe that providing multiple strategic options for teams to focus on in the game is very important. I believe teams would be very scared if they were forced to compete in one specific task against teams such as 67,111,254,469, and 1114( ). Teams need variability in order to be competitive(IMO). The GDC did a fantastic job this year in particular for providing a game with so many multiple ways to become a valuable alliance partner. Just look at the Division Elims(as well as IRI next month) to get a true sense of how many different strategies were used.The one item I didn't like about this year's game was the cost to build a "close" practice field. To be either a good FCS or pyramid climber teams would usually have to shell out around quite a bit of cash. This isn't a bad thing, but I would personally like a game with an end game field structure that is cheaper to build like 2011 instead of 2012/13. |
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#11
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Re: [FAF] - June 28, 2013 - Game Design Committee
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Let's say that we took this year's game and removed the climbing portion entirely. Do you believe that there would be much difference in the abilities of the top tier machines? Even a difference between the mid-tier and top-tier teams? If anything, the strategic *variety* plays to the strengths of resource-heavy teams that can allocate resources to accommodate a majority of strategies. However, rather than attempt to justify this disparity, I choose to embrace it. I know that my students will play in scenarios in which they are outgunned by teams who didn't have to "stretch" as much (or so it seems), and it's a scenario that my students and I have grown to expect and to learn from. Quote:
- Sunny G. |
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#12
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Re: [FAF] - June 28, 2013 - Game Design Committee
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#13
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Re: [FAF] - June 28, 2013 - Game Design Committee
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Re: [FAF] - June 28, 2013 - Game Design Committee
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We did not have a gym either, we used the school's cafeteria and simply taped out a field. it wasn't perfect, but it was close enough. |
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#15
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Re: [FAF] - June 28, 2013 - Game Design Committee
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