Difference between revisions of "Crosshairs"

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''...''
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''Visual aims to help players shoot.''
  
This pattern is a still a stub.
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Many games require players to aim at what they want to interact with in the game worlds. While some games lock the point players aim at to the middle of the screen, it can be difficult to judge exactly were this is. [[Crosshairs]] can be overlaid on the game world presentation to make this more easy, and in other games where players can move their aim point freely it is more or less required that players are provided with [[Crosshairs]] to be able to know what they are pointing at.  
  
 
=== Examples ===
 
=== Examples ===
 
Given its definition, [[Crosshairs]] are used in [[:Category:Computer-based Games|Computer-based Games]]. They practically exist in all [[:Category:FPS Games|First-Person Shooters]], e.g. [[Borderlands]] and the [[Battlefield series|Battlefield]], [[Far Cry series|Far Cry]], [[Left 4 Dead series|Left 4 Dead]], [[Quake series|Quake]], and [[Unreal Tournament series]]. Other games that make use of [[Crosshairs]] - because they also contain shooting as part of the gameplay - include [[Mirror's Edge]]] and the [[Fallout series|Fallout]], [[Mass Effect series|Mass Effect]], and [[Tomb Raider series]].  
 
Given its definition, [[Crosshairs]] are used in [[:Category:Computer-based Games|Computer-based Games]]. They practically exist in all [[:Category:FPS Games|First-Person Shooters]], e.g. [[Borderlands]] and the [[Battlefield series|Battlefield]], [[Far Cry series|Far Cry]], [[Left 4 Dead series|Left 4 Dead]], [[Quake series|Quake]], and [[Unreal Tournament series]]. Other games that make use of [[Crosshairs]] - because they also contain shooting as part of the gameplay - include [[Mirror's Edge]]] and the [[Fallout series|Fallout]], [[Mass Effect series|Mass Effect]], and [[Tomb Raider series]].  
  
While most with [[Crosshairs]] have them fixed in the middle of the display, exception such as [[Missile Command]] and [[Operation Wolf]] exist.
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While most with [[Crosshairs]] have them fixed in the middle of the display, exception such as [[Missile Command]] and ports of the [[Operation Wolf series]] exist.
  
 
The site GiantBomb has an extensive [http://www.giantbomb.com/auto-aim/92-145/ list] of more games using various forms of [[Auto-Aim]].
 
The site GiantBomb has an extensive [http://www.giantbomb.com/auto-aim/92-145/ list] of more games using various forms of [[Auto-Aim]].

Revision as of 09:16, 21 September 2011

Visual aims to help players shoot.

Many games require players to aim at what they want to interact with in the game worlds. While some games lock the point players aim at to the middle of the screen, it can be difficult to judge exactly were this is. Crosshairs can be overlaid on the game world presentation to make this more easy, and in other games where players can move their aim point freely it is more or less required that players are provided with Crosshairs to be able to know what they are pointing at.

Examples

Given its definition, Crosshairs are used in Computer-based Games. They practically exist in all First-Person Shooters, e.g. Borderlands and the Battlefield, Far Cry, Left 4 Dead, Quake, and Unreal Tournament series. Other games that make use of Crosshairs - because they also contain shooting as part of the gameplay - include Mirror's Edge] and the Fallout, Mass Effect, and Tomb Raider series.

While most with Crosshairs have them fixed in the middle of the display, exception such as Missile Command and ports of the Operation Wolf series exist.

The site GiantBomb has an extensive list of more games using various forms of Auto-Aim.

Using the pattern

Interface Aspects

Crosshairs is an. However, the actual design of Crosshairs is often changed to reflect with Weapon


Consequences

Combat Aim & Shoot Variable Accuracy Weapons God Finger's

HUD Interfaces Non-Diegetic Features


Tooltips Auto-Aim

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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