Difference between revisions of "Auto-Aim"

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[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Interface Patterns]]
 
[[Category:Interface Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
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''Mechanics that make aiming easier for players in games by automating the activity to some extent.''
''...''
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This pattern is a still a stub.
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Many computed-based games contain situations where players need to aim at something and then fire at that thing (while most common for combat some games requires the same for taking photos). When this is deemed too challenging by the game designers to do unaided - something more likely in games with third-person views - this can be addressed by adding support from the game system. This game design feature is called [[Auto-Aim]] although the actual way that players are helped in aiming and shooting can vary.
  
 
=== Examples ===
 
=== Examples ===
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Examples of games that provide [[Auto-Aim]] functionality include the
  
The site GiantBomb has a [http://www.giantbomb.com/auto-aim/92-145/ page] listing games using various forms of [[Auto-Aim]].
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[[Grand Theft Auto series]]
  
== Using the pattern ==
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[[Halo series]]
[[Auto-Aim]] is added to games to make [[Aim & Shoot]] actions easier, most often in [[Combat]] situations and more often in games with [[Third-Person Views]] than [[First-Person Views]] since these types of actions  are more difficult in these. The site GiantBomb describes three different types of [[Auto-Aim]]<ref name="gb"/>: ''Reticule Magnetism'', ''Bullet Magnetism'', and ''Lock-on''.
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The first works by moving players' [[Crosshairs]] towards [[Enemies]] while the other modifies the trajectories of shots so that those aimed slightly wrong can hit anyway.
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[[Just Cause series]]
  
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[[Mass Effect series]]
  
Reticule Magnetism
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[[Modern Warfare series]], and [[Tombraider series]]
When the player points the reticule near an enemy, it automatically pulls towards the enemy, closing the aim:fire ratio gap.  
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Bullet Magnetism
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The site GiantBomb has a [http://www.giantbomb.com/auto-aim/92-145/ page] listing games using various forms of [[Auto-Aim]].
When the player fires while aiming near enough to an enemy, the bullets will go straight to the enemy instead of where aimed. The aiming reticule is not moved.  
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== Using the pattern ==
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[[Auto-Aim]] is added to games to make [[Aim & Shoot]] actions easier, most often in [[Combat]] situations and more often in games with [[Third-Person Views]] than [[First-Person Views]] since these types of actions  are more difficult in these. The site GiantBomb describes three different types of [[Auto-Aim]]<ref name="gb"/>: ''Reticule Magnetism'', ''Bullet Magnetism'', and ''Lock-on''.
  
Lock-on
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The first works by moving players' [[Crosshairs]] towards [[Enemies]] while the other modifies the trajectories of shots so that those aimed slightly wrong can hit anyway. Lock-on indicates [[Enemies]] with clearly distinguishable marker, often [[Geospatial Game Widgets]] or functionality the same as such, which players can traverse through by simple button presses and by doing so move their [[Crosshairs]] between the [[Enemies]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Geospatial Game Widgets]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 14:29, 20 September 2011

Mechanics that make aiming easier for players in games by automating the activity to some extent.

Many computed-based games contain situations where players need to aim at something and then fire at that thing (while most common for combat some games requires the same for taking photos). When this is deemed too challenging by the game designers to do unaided - something more likely in games with third-person views - this can be addressed by adding support from the game system. This game design feature is called Auto-Aim although the actual way that players are helped in aiming and shooting can vary.

Examples

Examples of games that provide Auto-Aim functionality include the

Grand Theft Auto series

Halo series

Just Cause series

Mass Effect series

Modern Warfare series, and Tombraider series


The site GiantBomb has a page listing games using various forms of Auto-Aim.

Using the pattern

Auto-Aim is added to games to make Aim & Shoot actions easier, most often in Combat situations and more often in games with Third-Person Views than First-Person Views since these types of actions are more difficult in these. The site GiantBomb describes three different types of Auto-Aim[1]: Reticule Magnetism, Bullet Magnetism, and Lock-on.

The first works by moving players' Crosshairs towards Enemies while the other modifies the trajectories of shots so that those aimed slightly wrong can hit anyway. Lock-on indicates Enemies with clearly distinguishable marker, often Geospatial Game Widgets or functionality the same as such, which players can traverse through by simple button presses and by doing so move their Crosshairs between the Enemies.

Interface Aspects

Auto-Aim can be considered an since it affects how players need to do Aim & Shoot maneuvers in games.

Consequences

As stated above, Auto-Aim is a way of making Aim & Shoot actions easier in games. By doing so, they create Player/Character Skill Composites and can be Balancing Effects in Multiplayer Games. Since they increase players' effectiveness, the pattern supports an Exaggerated Perception of Influence, at least regarding the players' own contribution to the successes of the actions. Those instances of Auto-Aim that use lock-on add Point of Interest Indications to games.

Auto-Aim can be said to work against the Game Mastery pattern since it removes the need to become skilled in one area of competence from a game design. It also works against Perceivable Margins because it can actually become impossible to notice near misses, something which also makes the pattern incompatible with Near Miss Indicators.

Relations

Can Instantiate

Balancing Effects, Exaggerated Perception of Influence, Point of Interest Indications

with Aim & Shoot

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Crosshairs

Can Be Instantiated By

Geospatial Game Widgets

Can Be Modulated By

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Possible Closure Effects

-

Potentially Conflicting With

Game Mastery, Near Miss Indicators, Perceivable Margins

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site describing Auto-Aim.

Acknowledgements

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