2.2. Game mechanics vs. the model

Talking about FPP models we need to acquire a just assumption that the object visible on the screen is only a decoration, a prop. It has not much in common with the game mechanics. In reality, in video games we do not shoot with a weapon but with a crosshair.

Crytek. <b>Crysis 3</b> [PC]. Electronic Arts, 2013, <i>source: http://www.dsogaming.com/pc-performance-analyses/crysis-3-pc-performance-analysis/</i>
In this case we target with a „triangle” located in the center of the screen.
It can, therefore, be concluded that weapon in a video game is more an element of user interface than the game environment. Even though it is visually coherent with the presented world and influenced by light, in reality it serves mainly an informative purpose. It informs a player what he has at his disposal at the moment and how powerful it is.

Modelling for the FPP view is, therefore, matching perfect, artistically interesting forms and creating a message.

If a crosshair is the place we are aiming at, it seems logical that a weapon should also determine where this point is. Weapon should aim at the middle of the screen.

The easiest methods to show the direction could be:

  • barrel – it is a common mistake to make it too short, not visible. The length should be adjusted to the FPP view otherwise, determining the direction can be difficult. Of course, some projects do not include a barrel at all.
  • clear/ simple weapon’s geometry – perspective draws lines/ shapes towards the middle of the screen,
  • using additional elements e.g. scopes – shows the shooting direction in a clear and obvious way.

Techland. <b>Call of Juarez: Gunslinger</b> [PC]. Ubisoft, 2013
In this case the barrel shows us the direction
MachineGames. <b>Wolfenstein: The New Order</b> [PC]. Bethesda Softworks, 2014
The direction is pointed out by a simple, clear shape
Bungie. <b>Destiny</b> [PS4]. Activision, 2014
Even though the barrel is not visible, the scope shows the direction.