Difference between revisions of "Variable Accuracy"

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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 +
[[Category:Mechanical Patterns]]
 +
[[Category:Interface Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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=== Examples ===
 
=== Examples ===
 
[[Left 4 Dead series]]
 
[[Left 4 Dead series]]
 +
 +
[[Deus Ex series]],
 +
[[Fallout series]]
 +
[[Battlefield series]]
 +
 +
[[Red Orchestra series]]
 +
[[America's Army]]
 +
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
[[Variable Accuracy]] requires the presence of [[Weapons]] (conceivably other devices such as cameras could used the pattern as well). That given, three main ways of creating [[Variable Accuracy]] has been identified: ''Wobble Aiming'', ''Stationary Aiming'', and ''Iron Sights''.
  
Wobble aiming<ref name="wa"/>
+
Wobble Aiming<ref name="wa"/>, found for example in the [[Left 4 Dead series]], the [[Deus Ex series]], and the latter installments of the [[Fallout series]], is simply that the [[Crosshairs]] either move slightly or that players are presented with a circle showing the potential hit area of a shot. While the latter makes use of [[Randomness]], players are often able to lessen the movement or circles through doing [[Extended Actions]] (aiming) or acquiring better [[Skills]] or [[Upgrades]] for their [[Weapons]].
Stationary aiming<ref name="sa"/>
+
Iron Sights<ref name="iron"/>
+
  
=== Can Be Instantiated By ===
 
[[Extended Actions]]
 
[[Randomness]]
 
[[Weapons]]
 
  
=== Can Be Modulated By ===
+
''Stationary Aiming''<ref name="sa"/> (e.g.
[[Upgrades]]
+
''Iron Sights''<ref name="iron"/> (e.g.
skills
+
 
 +
These techniques can be combined, e.g. the [[Battlefield series]] uses both wobble aiming and iron sights.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 +
[[Variable Accuracy]] is often introduced to increase [[Thematic Consistency]], and as such it is typically also important that the ways players can affect the [[Variable Accuracy]], e.g. the [[Skills]], [[Upgrades]], and [[Weapons]] available fit the setting.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
+
[[Variable Accuracy]] typically requires some work on the game interface, especially concerning how [[Crosshairs]] can be used to indicate the level of accuracy one currently has.
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
 
[[Variable Accuracy]] is a way of modifying [[Weapons]] so that [[Aim & Shoot]] action, and thereby [[Combat]], becomes more difficult. The level of accuracy attained in games using the [[Variable Accuracy]] is often displayed through a visual change in the [[Crosshairs]] presented to the player. When the [[Variable Accuracy]] depends on [[Skills]] or [[Weapons]] the players has, this creates [[Player/Character Skill Composites]], and these can be further modified by [[Upgrades]].
 
[[Variable Accuracy]] is a way of modifying [[Weapons]] so that [[Aim & Shoot]] action, and thereby [[Combat]], becomes more difficult. The level of accuracy attained in games using the [[Variable Accuracy]] is often displayed through a visual change in the [[Crosshairs]] presented to the player. When the [[Variable Accuracy]] depends on [[Skills]] or [[Weapons]] the players has, this creates [[Player/Character Skill Composites]], and these can be further modified by [[Upgrades]].
 +
 +
The introduction of [[Variable Accuracy]], and potentially the addition of [[Skills]], [[Upgrades]], and actions that affect this can make for both [[Challenging Gameplay|Challenging]] and [[Complex Gameplay]]. This is however often a side effect of trying to create [[Player Balance]] by balancing the different [[Weapons]] against each other, most often trying to reduce the effectiveness of sniper weapons. Indirectly, this means that the presence of [[Variable Accuracy]] in games reduces the usefulness of [[Sniper Locations]].
  
 
By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]].
 
By making it less certain that one will hit what one aims at, the pattern works against [[Predictable Consequences]].
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Challenging Gameplay]],
 +
[[Complex Gameplay]],
 +
[[Player Balance]],
 +
[[Thematic Consistency]]
 +
 
==== with [[Skills]] or [[Weapons]] ====
 
==== with [[Skills]] or [[Weapons]] ====
 
[[Player/Character Skill Composites]]
 
[[Player/Character Skill Composites]]
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[[Combat]],  
 
[[Combat]],  
 
[[Crosshairs]],  
 
[[Crosshairs]],  
 +
[[Sniper Locations]],
 
[[Weapons]]
 
[[Weapons]]
  

Revision as of 09:02, 24 September 2011

Game mechanics to simulate differences in the difficulty to hit what one aims at.

In real life, hitting what one aims at is quite difficult. This is however not the case in games since the granularity of game worlds and the rather simple physics needed to create a basic combat system can result in players always hitting what they aim at. When this is seen as a problem, Variable Accuracy can introduce to make hitting what one aims at depend on more gameplay factors.

Examples

Left 4 Dead series

Deus Ex series, Fallout series Battlefield series

Red Orchestra series America's Army


Using the pattern

Variable Accuracy requires the presence of Weapons (conceivably other devices such as cameras could used the pattern as well). That given, three main ways of creating Variable Accuracy has been identified: Wobble Aiming, Stationary Aiming, and Iron Sights.

Wobble Aiming[1], found for example in the Left 4 Dead series, the Deus Ex series, and the latter installments of the Fallout series, is simply that the Crosshairs either move slightly or that players are presented with a circle showing the potential hit area of a shot. While the latter makes use of Randomness, players are often able to lessen the movement or circles through doing Extended Actions (aiming) or acquiring better Skills or Upgrades for their Weapons.


Stationary Aiming[2] (e.g. Iron Sights[3] (e.g.

These techniques can be combined, e.g. the Battlefield series uses both wobble aiming and iron sights.

Diegetic Aspects

Variable Accuracy is often introduced to increase Thematic Consistency, and as such it is typically also important that the ways players can affect the Variable Accuracy, e.g. the Skills, Upgrades, and Weapons available fit the setting.

Interface Aspects

Variable Accuracy typically requires some work on the game interface, especially concerning how Crosshairs can be used to indicate the level of accuracy one currently has.

Consequences

Variable Accuracy is a way of modifying Weapons so that Aim & Shoot action, and thereby Combat, becomes more difficult. The level of accuracy attained in games using the Variable Accuracy is often displayed through a visual change in the Crosshairs presented to the player. When the Variable Accuracy depends on Skills or Weapons the players has, this creates Player/Character Skill Composites, and these can be further modified by Upgrades.

The introduction of Variable Accuracy, and potentially the addition of Skills, Upgrades, and actions that affect this can make for both Challenging and Complex Gameplay. This is however often a side effect of trying to create Player Balance by balancing the different Weapons against each other, most often trying to reduce the effectiveness of sniper weapons. Indirectly, this means that the presence of Variable Accuracy in games reduces the usefulness of Sniper Locations.

By making it less certain that one will hit what one aims at, the pattern works against Predictable Consequences.

Relations

Can Instantiate

Challenging Gameplay, Complex Gameplay, Player Balance, Thematic Consistency

with Skills or Weapons

Player/Character Skill Composites

Can Modulate

Aim & Shoot, Combat, Crosshairs, Sniper Locations, Weapons

with Upgrades

Player/Character Skill Composites

Can Be Instantiated By

Extended Actions Randomness, Weapons

Can Be Modulated By

Skills, Upgrades

Possible Closure Effects

-

Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site describing Wobble aiming.
  2. Page on the GiantBomb site describing Stationary Aiming.
  3. Page on the GiantBomb site describing Iron Sights.

Acknowledgements

-