Difference between revisions of "Crosshairs"
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− | '' | + | ''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 === | === 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. | + | 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.
Contents
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
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
Cite error: <ref>
tag defined in <references>
has group attribute "" which does not appear in prior text.
Acknowledgements
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