![]() ![]() Controlling this way the avatar's view, meant that the head became autonomous as far as the up and down view is concerned but the left and right view controlled also the orientation of the whole body. Free look (also known as mouse look) is a term that describes the ability to move the mouse to control the avatar’s view in any type of computer and video games. New potentials were given to the game designers and the “free look” arose and stayed ever since. ![]() The situation changed completely as soon as the mouse appeared near the keyboard. This was essentially a two-dimensional world where the player’s avatar could move and shoot in a one level plane. The demand for movement was still pretty basic and the “fire” function was at the left Ctrl key so as to be used with the left hand. There was no up-down feature so all the enemies were at the same level (eye-level). This was also the way of aiming with the gun. Those functions were placed on the arrows keys (on the right side of the keyboard) and provided digital movement forwards, backwards, and turning left and right. The movement functions were the first functions that were mapped on the keyboard when the FPS games began to spread in the PC's in the 90's. One hand uses the mouse, which is used for free look (also known as mouse look), aiming and turning the player's view horizontally and vertically. Usually FPS control schemes are fully customisable within the game. The lines between sub-genres are not distinct but all FPS on the PC utilise a combination of QWERTY keyboard and mouse as a means of controlling the game. All FPSs feature the core gameplay elements of movement and shooting, but many variations exist, with different titles emphasising certain aspects of the gameplay. Other notable examples of the genre include Quake, Unreal, ® ® ® the Half-Life series, Counter-Strike, the Halo series, etc. The latter, in particular, defined the genre so emphatically that FPS games were commonly referred to as "Doom clones" or "Doom-likes" for a significant ® ® period after its release. id Software's ® ® Wolfenstein 3D and Doom are widely considered to be the breakthrough games of the genre. The modern FPS genre emerged at the point when home computers became ® sufficiently powerful to draw basic 3D graphics in real time. They provide immersive, engaging, and highly interactive worlds that allow players to engage in behaviours similar to those in the real world. First-person shooter (FPS) is a genre of computer and video games which is characterized by an on-screen view that simulates the in-game character's point of view and a focus on the use of handheld ranged weapons. However, studying the evolution of FPS games we suggest a different picture. the controller/s) is often not considered as having an important impact on this evolution. software to provide higher level and more diversified challenges. At FPS games there is exigent need for instant responses and repetition at the use of certain features like the pull of the trigger and the secondary function of the gun (usually the collimator or an alternative fire option) As we saw above the fire option was first mapped on the left Ctrl as it was manipulated by the left index and its corner position was easily accessed haptically. This specific arrangement clearly favours sensorimotor appropriation and speed over compatibility at a reflective level. The switch from the arrow keys to the WASD did abandon the mapping at the semantic level but provided for the ability to use the large keys around the WASD area with the thump and little finger. These functions are used on a continuous basis (often in parallel) so the main interest of the designers was to enhance intuitive use and minimize finger strain. ![]() The movement functions (forward, back, left, right) are mapped on the “WASD” – or in some cases “ESDF” – following both i) a spatial metaphor of the actual movements in the virtual world, and ii) the topology of the three middle fingers on the keyboard (the middle being longer is assigned to W). The default keyboard mapping for the game Counter Strike Source® Consistency between controls and functions. ![]()
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