Summary of "Прицел ломает игровое погружение | Геймдизайн стрельбы в BreakBack | Разработка на Unreal Engine 5"
Main idea
The video argues that on-screen crosshairs (dots, brackets, reticles) reduce immersion and prevent players from learning real aiming through trials. Crosshairs tell players exactly where a shot will land, rather than encouraging them to develop a mental model of weapon behavior. Removing the reticle can work, but only if other design elements (camera, aiming modes, input, and feedback) are adjusted so hipfire feels believable and learnable.
Key findings from testing
- Removing the crosshair revealed practical problems and subtleties: a missing reticle can feel frustrating unless the game supports believable hipfire through other systems.
- The recommended solution is not a single “hardcore” approach. Instead, combine several design choices:
- multiple distinct shooting modes,
- camera placement that visually lines the weapon up with player sight,
- controlled input for deliberate precise aiming,
- optional, realistic assists (for example, a laser sight).
Gameplay highlights, observations and comparisons
- Childhood example: Dark Hunt on a Dendy pistol controller delivered an immersive shooting feel without an on-screen sight, showing the power of direct, believable aiming.
- Some modern games (e.g., The Last of Us, Resident Evil 2) feel broken or frustrating without a crosshair because the camera/weapon relationship prevents players from predicting bullet trajectories.
- Camera setups where the weapon visually lines up with where bullets fly (Resident Evil 4, BreakBack-like setups) enable much better aim without a crosshair — hipfire becomes predictable.
- Two common third-person approaches:
- Max Payne 3: camera zooms slightly and movement slows in an “aim mode,” which is mostly cosmetic and provides little tactical benefit.
- Hitman: offers both precise aim (right mouse) and coarse hipfire/over-cover shooting; hipfire often feels like random spray unless balanced by cover and usage context.
- Metal Gear Solid V demonstrates believable third-person precise aiming without UI aids and serves as a useful reference.
Practical game-design decisions and tips
- Separate shooting modes clearly, and give each meaningful tradeoffs:
- Fast hipfire: high mobility, larger spread (quick response).
- Aimed third-person: camera moves closer, reduced mobility, better range and accuracy.
- Very precise aim: deliberate input required, lowest spread for single important shots.
- Make switching to precise aim take time and input (example: hold middle mouse + scroll forward) to increase immersion and avoid instant “snap-to” accuracy.
- Camera placement matters: position the camera so the weapon visually aligns with where bullets roughly travel. That alignment lets players mentally extrapolate trajectories without a crosshair.
- Balance spread and recoil so hipfire isn’t trivially accurate but also not impossibly random — allow players to learn and improve via consistent feedback.
- Consider a limited, realistic assist like a laser sight:
- Toggleable per weapon rather than permanent.
- Visible and moves with the weapon (making it harder to track during fast movement).
- Helps players understand initial trajectory without being overpowered.
- Removing a crosshair can improve immersion only if camera, spread, input, and visual feedback all support the change; otherwise players will feel cheated.
Step-by-step mechanics example (how the video’s game implemented precise aim)
- Quick hipfire: press the middle mouse button for fast, mobile shooting with reduced accuracy.
- Enter precise third-person aim: hold middle mouse and scroll the wheel forward — entering this mode takes time and feels deliberate, which reduces instant accuracy and increases immersion.
- Laser sight: optional and toggled per weapon; behaves realistically and is not permanent.
Design takeaways
- Crosshairs are a convenience that can undermine learning and immersion; you can keep player satisfaction without a crosshair if camera, weapon alignment, and aiming modes convey where shots will go.
- Give players meaningful choices (mobility vs. accuracy) and make controls reflect the cost of switching into precise aim.
- Small control and UX details (for example, how the player enters aim mode) strongly influence player perception and immersion.
Games / sources mentioned
- Dark Hunt (Dendy pistol memory)
- The Last of Us
- Resident Evil series (Resident Evil 2, Resident Evil 4, Resident Evil remakes)
- Max Payne 3
- Hitman
- Metal Gear Solid V (MGSV)
- BreakBack (the project discussed; also referred to as “rakeback” in the transcript)
- Developers of the Resident Evil remake (referenced as an implementation example)
Category
Gaming
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