Difference between revisions of "Auto-Aim"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Auto-Aim]] is added to games to make [[Aim & Shoot]] actions easier, most often in [[Combat]] situations and more often in games with [[Third-Person Views]] than [[First-Person Views]] since these types of actions are more difficult in these. The site GiantBomb describes three different types of [[Auto-Aim]]<ref name="gb"/>: ''Reticule Magnetism'', ''Bullet Magnetism'', and ''Lock-on''. | ||
+ | |||
+ | The first works by moving players' [[Crosshairs]] towards [[Enemies]] while the | ||
− | |||
Reticule Magnetism | Reticule Magnetism | ||
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Lock-on | Lock-on | ||
− | |||
− | |||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | As stated above, [[Auto-Aim]] is a way of making [[Aim & Shoot]] actions easier in games. By doing so, they create [[Player/Character Skill Composites]] and can be [[Balancing Effects]] in [[Multiplayer Games]]. Those instances of [[Auto-Aim]] that use lock-on add [[Point of Interest Indications]] to games. | ||
+ | |||
+ | [[Auto-Aim]] can be said to work against the [[Game Mastery]] pattern since it removes the need to become skilled in one area of competence from a game design. It also works against [[Perceivable Margins]] because it can actually become impossible to notice near misses, something which also makes the pattern incompatible with [[Near Miss Indicators]]. | ||
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Aim & Shoot]] | + | [[Aim & Shoot]], |
+ | [[Crosshairs]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Game Mastery]], | |
+ | [[Near Miss Indicators]], | ||
+ | [[Perceivable Margins]] | ||
== History == | == History == |
Revision as of 13:43, 20 September 2011
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This pattern is a still a stub.
Contents
Examples
The site GiantBomb has a page listing games using various forms of Auto-Aim.
Using the pattern
Auto-Aim is added to games to make Aim & Shoot actions easier, most often in Combat situations and more often in games with Third-Person Views than First-Person Views since these types of actions are more difficult in these. The site GiantBomb describes three different types of Auto-Aim[1]: Reticule Magnetism, Bullet Magnetism, and Lock-on.
The first works by moving players' Crosshairs towards Enemies while the
Reticule Magnetism
When the player points the reticule near an enemy, it automatically pulls towards the enemy, closing the aim:fire ratio gap.
Bullet Magnetism When the player fires while aiming near enough to an enemy, the bullets will go straight to the enemy instead of where aimed. The aiming reticule is not moved.
Lock-on
Interface Aspects
Auto-Aim can be considered an since it affects how players need to do Aim & Shoot maneuvers in games.
Consequences
As stated above, Auto-Aim is a way of making Aim & Shoot actions easier in games. By doing so, they create Player/Character Skill Composites and can be Balancing Effects in Multiplayer Games. Those instances of Auto-Aim that use lock-on add Point of Interest Indications to games.
Auto-Aim can be said to work against the Game Mastery pattern since it removes the need to become skilled in one area of competence from a game design. It also works against Perceivable Margins because it can actually become impossible to notice near misses, something which also makes the pattern incompatible with Near Miss Indicators.
Relations
Can Instantiate
Balancing Effects, Point of Interest Indications
with Aim & Shoot
Player/Character Skill Composites
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Game Mastery, Near Miss Indicators, Perceivable Margins
History
New pattern created in this wiki.
References
Acknowledgements
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