I like Ken analysis of "a game". However I don't see this as incompatible with
radio contesting (which really is a game as analyzed by Jack K3VIF, not a
contest except for WRTC).
- We have some "Social Fraternity", and having your scores published in CQ
Magazine, QST... helps for this. But we can try to improve the situation.
- This is important, specially for young people. That's why the ability to
submit your log for several participations is a good to me. Same for "short
time" categories like "Classic" or perhaps a "sprint" category. I also like the
"DX Marathon" (or the DXCC) in this you can do it when you have time, to your
own pace. Diving contests in "rounds" could also help. Let's say 48 hours are
divided in 4 rounds (each 12 hours). One could win the first round and be happy
with that. If your have 48 hours to spend, then you can win the 4 rounds and be
the big winner. A very good op could also win (or achieve 2nd place) with only
3 rounds perhaps... saving time for sleep.
- "Challenge". We don't have mathematical challenge in radio-contesting are we
did not write the game source code. The main rules are PHYSICS rules : "Sun
activity and radio propagation". Perhaps we should advertise more on that
"Crack the sun code/Beat the laws of ionosphere".
- We can also add artificial rules to improve the "Constant in-game feedback".
Why not give bonus points for stations worked in the late hours of the contest?
- "Low Barriers to entry" : This is a big point, but again adding more
categories like "Rookie" or "TB-Wires" is a good idea. Perhaps we can add a
rule that give bonus to local stations in "poor countries". If last year your
country had less than 5 participants in the contest and you can prove you are
currently residing in this country, then you have double points.
73,
Yan.
---
Yannick DEVOS - XV4Y
http://xv4y.radioclub.asia/
http://varc.radioclub.asia/
Le 3 déc. 2013 à 03:18, cq-contest-request@contesting.com a écrit :
>> 1. SOCIAL FRATERNITY: He is on a team ('guild') where he was interviewed
>> for two weeks to verify his skill level. This involved streaming his game
>> play for observation and review by the team officers before he was admitted.
>> Now he's been admitted it's clear it serves a social purpose an an 'elite
>> online fraternity'. They use 'voice chat' to coordinate their attacks
>> online.
>>
>> 2. ACCESSIBILITY: It's available 24/7. Patrick arranges his competition
>> schedule around his classes. Millennials like Patrick do not operate on a
>> 9-5 schedule ... They operate in a 24/7 mode. His guild teammates live in
>> Europe, Silicon Valley, etc. They form teams for 'raids' based on
>> day-to-day accessibility.
>>
>> 3. MATHEMATICAL CHALLENGE: He has completely deconstructed the gaming
>> algorithms to increase his scores and attain his current rating, and writes
>> User Guides to help other players. It is obvious the mathematical complexity
>> aspect is a major attraction.
>>
>> 4. CONSTANT IN-GAME FEEDBACK: No 'slow rate hours' in his game. There
>> is constant action and obstacles to overcome.
>>
>> 5. LOW BARRIERS TO ENTRY: Patrick builds his own computers from scratch
>> since stock models don't have the graphics capabilities he looks for. He
>> has dual 24" monitors, 7 fans for cooling, noise-canceling headset and a
>> memory keyboard that records his keystrokes for playback which helps him
>> kill certain monsters. Total investment was about $1,700 but the ongoing
>> costs are FIOS Internet fees only. Total cost = a big tribander.
>
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