Difference between revisions of "Aim & Shoot"
Line 21: | Line 21: | ||
The pattern can be said to occur in some war games (e.g. [[Warhammer 40K]]) where one first declares attacks and then checks if one has [[Line-of-Sight]]. | The pattern can be said to occur in some war games (e.g. [[Warhammer 40K]]) where one first declares attacks and then checks if one has [[Line-of-Sight]]. | ||
+ | |||
+ | [[Player/Character Skill Composites]] | ||
[[Real-Time Games]] | [[Real-Time Games]] |
Revision as of 17:56, 7 April 2011
The act of taking aim at something and then shooting at it.
This pattern is a still a stub.
Examples
Using the grappling hook in The Legend of Zelda: The Wind Waker and Just Cause 2
Taking photos in Dead Rising
Aim & Shoot is more or less a defining trait in first-person shooters such as the Quake, Doom, Half-Life, Left 4 Dead, and Crysis series. It is also important in many other games with first-person views, e.g. the Deus Ex series and the Thief series as well as the latter installments of the Elder Scrolls series and the Fallout series.
Using the pattern
The pattern can be said to occur in some war games (e.g. Warhammer 40K) where one first declares attacks and then checks if one has Line-of-Sight.
Player/Character Skill Composites
Real-Time Games Extended Actions Exaggerated Perception of Influence Enemies Freedom of Choice Alignment Capture No-Ops Line of Sight
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Aim & Shoot that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.