Aim & Shoot
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
The turn-based games Scorched Earth and the Worm series require players to aim their tanks and worms respectively before shooting, in some cases having to take into consideration wind effects.
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 act of taking aim at something and then shooting at it. One of the most natural ways of showing attention to something is to look or point at it. Real-time games usually provide some action that can be done to the game element pointed at. Generalized, this action can be described as Aim & Shoot regardless of if anything is aimed or actually shot.
Example: Shooting in all first-person shooters consists of taking aim on the opponents, with possible compensations for their movement, and shooting.
Example: In Zelda: Ocarina of Time, the player must aim and shoot a grappling hook to be able to swing Link between chasms.
Example: Pokemon Snap! gives players a camera and lets them move along a track trying to take as good pictures as possible of Pokemons.
Using the pattern
Making Aim & Shoot actions possible primarily depend on enabling players to complete Alignment goals of two points by a straight line. For First-Person Views this is trivial, as one point is the player's view point unless either of the two points is moving. Somewhat more difficult are Third-Person Views, as more movement of the player's Focus Loci is usually necessary. God Views are in most cases too difficult, as it is too hard to get the Spatial Immersion required in order to line up the two points accurately.
The difficulty of Aim & Shoot actions can be due to the Movement either of the game elements aimed at or the game element aiming. For Units or Avatars, the intentional Movement due to Traverse or Evade goals can make aiming at them more difficult. For Moveable Tiles or other game elements, the mechanical Movement due to The Show Must Go On can likewise make aiming more difficult. The aiming can be further complicated by the players' own Movement of their Focus Loci or by a swaying of the aim to simulate the difficulty of real-world aiming.
Design of the Game World that makes players have a bad overview of the game state, for example the inclusions of Obstacles, makes it difficult to prepare for shooting. This means that potential targets likely are Surprises, and any shots will not be well aimed. Similarly, other forms of Surprises likely cause Disruption of Focused Attention events and make players lose their aim. Aiming can also be made more difficult by introducing Tension, for example through Competition or Time Limits.
The possibility of Aim & Shoot actions can be restricted by requiring Tools or the use of Resources. The latter can introduce Tension to the activity and require Risk/Reward choices between shooting now or waiting for a possible better situation to shoot.
Although Aim & Shoot is often applied to Combat with the goals of Capture or Eliminate, other goals and reasons are possible. Delivery of game elements can be done by throwing or shooting the game elements to the receiver and Capture can be the capturing of information rather than game elements. Shooting spider webs, throwing grappling hooks (as done in the Zelda series and Just Cause 2), or even firing cannons with oneself inside it (e.g. the Super Mario series) can give explanations for how Privileged Movement can be performed by Aim & Shoot.
Aim & Shoot may most often be used in Real-Time Games but can be found in [[Turn-Based Games] such as Billiards, Scorched Earth, and the Worms series. The pattern can also 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
Exaggerated Perception of Influence Enemies Freedom of Choice Alignment Capture No-Ops Line of Sight
Interestingly enough, most sports games due not make use of Aim & Shoot even though this is one of the primary activities in sports they simulate. The cause for this is probably the lack of overview of the game state that players would have if they had perspectives that allowed Aim & Shoot.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Aim & Shoot requires Dexterity-Based Actions in Real-Time Games. This often also requires players to engage in Extended Actions and Timing, and when this is done from an Avatar's (or other game element's) point of view, Aim & Shoot promotes Spatial Engrossment. While less common in Turn-Based Games the pattern there promotes Puzzle Solving.
Aim & Shoot actions from Enemies naturally increase and present Evade goals.
Relations
Can Instantiate
with Real-Time Games
Extended Actions, Dexterity-Based Actions, Spatial Engrossment, Timing
with Turn-Based Games
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.