Difference between revisions of "Crosshairs"
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=== Examples === | === Examples === | ||
− | Given its definition, [[Crosshairs]] are used in [[:Category:Computer Games|Computer 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 | + | Given its definition, [[Crosshairs]] are used in [[:Category:Computer Games|Computer 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 ports of the [[Operation Wolf series]] 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. | ||
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− | While the actual design of [[Crosshairs]] is more a question of graphical design than gameplay design, there are a couple of gameplay-related options for them. The first is if their location should be fixed (as in | + | While the actual design of [[Crosshairs]] is more a question of graphical design than gameplay design, there are a couple of gameplay-related options for them. The first is if their location should be fixed (as in the [[Quake series|Quake]] and [[Unreal Tournament series]]) or moveable (as in [[Missile Command]]). |
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+ | The change be modified directly by [[Auto-Aim]] through the use of ''reticule magnetism'' | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Handles]], | [[Handles]], | ||
[[Health]], | [[Health]], | ||
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== Consequences == | == Consequences == | ||
− | [[Crosshairs]] are visual aids for players to interact with [[Game Worlds]], and are most often used to support [[Aim & Shoot]] actions in [[Combat]]. They are a form of [[God Fingers]] for triggering specific actions directly rather than selecting game elements to interact with. | + | [[Crosshairs]] are visual aids for players to interact with [[Game Worlds]], and are most often used to support [[Aim & Shoot]] actions in [[Combat]]. They are a form of [[God Fingers]] for triggering specific actions directly rather than selecting game elements to interact with, but this is mainly relevant when the [[Crosshairs]] are moveable. |
As visual aids [[Crosshairs]] may be part of [[HUD Interfaces]] or create these, and may introduce [[Non-Diegetic Features]] in games. | As visual aids [[Crosshairs]] may be part of [[HUD Interfaces]] or create these, and may introduce [[Non-Diegetic Features]] in games. |
Revision as of 11:15, 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 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 a list[1] of games using Crosshairs.
Using the pattern
While the actual design of Crosshairs is more a question of graphical design than gameplay design, there are a couple of gameplay-related options for them. The first is if their location should be fixed (as in the Quake and Unreal Tournament series) or moveable (as in Missile Command).
The change be modified directly by Auto-Aim through the use of reticule magnetism
Can Be Modulated By
, Handles, Health, Pie Menus, Tooltips, Variable Accuracy
Interface Aspects
Crosshairs is an and many of the options surrounding Crosshairs are related to interface issues. For example, the actual design of Crosshairs is often changed to reflect which Weapon is being used and the status of Variable Accuracy systems. The Crosshairs can also be used to provide additional information about what is being aimed at, most commonly Health or Handles, the latter to avoid Friendly Fire (another more extreme solution is to remove Crosshairs when aimed at friends). Later installments in the Battlefield series show how Pie Menus can be used to allow optional actions based upon what is in the Crosshairs.
Consequences
Crosshairs are visual aids for players to interact with Game Worlds, and are most often used to support Aim & Shoot actions in Combat. They are a form of God Fingers for triggering specific actions directly rather than selecting game elements to interact with, but this is mainly relevant when the Crosshairs are moveable.
As visual aids Crosshairs may be part of HUD Interfaces or create these, and may introduce Non-Diegetic Features in games.
Relations
Can Instantiate
God Fingers, HUD Interfaces, Non-Diegetic Features
Can Modulate
Aim & Shoot, Combat, Friendly Fire, Weapons
Can Be Instantiated By
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Can Be Modulated By
Auto-Aim, Handles, Health, Pie Menus, Tooltips, Variable Accuracy
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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