Video games are a hobby now. They have gotten to the point that they have been labeled as “e-Sports,” owing to the fact that the odds upon which these games are played require skill, just like the physical sports outside of the computer seat. It’s the Olympics on a screen. This is the 21st century, people!
Shooting games and sports games alike revolve around one thing ― a projectile. Whatever it might be, from a ball, to a missile, to a health potion, many games have something that are flung to another point on the map and must, at some point, reach an objective. In this article, we will list down some kinds of projectiles in video games, and how different they are from each other. Of course, we would also add tips for each one.
Examples: Call of Duty series (Activision), Half Life series (Valve), GTA 1 to 4 (Rockstar Games)
Some kinds of projectiles are simple. Aim, click, boom! You win. They are a matter of reflexes and little to no calculation. This is evident in many FPS games. This makes these games fast-paced and readily available even to the newbiest of newbies.
This comes at the expense of these games though. For example, the Call of Duty series has been criticized for simplistic firefights. Half Life multiplayer does not feel worth it anymore to some gamers. Nearly nobody plays GTA 4: Liberty City Stories unless it’s single player. The backlash comes from the fact that it’s become a mindless contest of reflexes, and there’s just no point in competing.
A big tip with these games is to have a mouse that has a DPI Correction software setting, allowing for different speeds in mouse movements as per opportunity so that the gamer’s reflexes are complemented by the mouse. Examples of mice like these are nearly all of ASUS ROG series, which can switch speed in a single click.
Examples: Operation Flashpoint (Codemasters), GTA 5 (Rockstar Games), Battlefield series (DICE)
This category is more diverse. They are a little more complex as well: gravity is now part of the game. Some games such as Operation Flashpoint even include wind. Personally, I would note Call of Duty 4’s only mission with this kind of projectile, All Ghillied Up. They are many, and they span in different genres.
They are similar to laser bullets because as soon as you fire the trigger, the bullet is fast enough to already be at the target (if not instantly there). The difference, though, is that gravity and wind are taken into account (All Ghillied Up even included the Coriolis effect). This means putting a little more thought into your shots. One cannot expect to land a bullet or ball (or thunder ability a-la Final Fantasy XV) when it is directly under the crosshairs. The gamer must compensate before a shot is sure to work out.
Since games like these would typically need different weapons/spells/abilities depending on the curve and distance of the target, the gamer must be capable of changing equipment in a single keystroke. Personally, based on my own experience, I found that the GAMDIAS Hermes series of keyboards are effective for this because they have custom buttons which can be bound to commands without affecting other keys.
Examples: Mario Tennis (Nintendo), Freestyle Street Basketball (Levelup Games), Planetside 2 (Daybreak Interactive/Sony Online Entertainment)
Last in our list is the most complex of all, but are the most lifelike. These projectiles are affected by everything; not only that, but they are also visible mid-travel!
Sports games have these a lot, if not always. The FPS game Planetside 2 has it too — even the fastest guns have (relatively) slow bullets. These projectiles are different because they can be evaded, or intervened upon, mid-air. A Pandemic Battlefront 2 blaster bolt could miss a moving trooper, for example, or a Magrider could miss a fighter jet if the player saw the bullet coming at them. Sports games such as Mario Tennis and FIFA, being realistic sports games, have tennis balls and footballs that can be kicked before reaching the goal. Obviously, this is the most diverse category.
The thing about these games is that they require the most skill, and less on input, because the player needs to understand the muscle memory behind his/her peripherals. Thus, the most important thing here is the visuals. I would recommend curved monitors that have the SoundRadar 3D-sound software, because in the case of games such as Planetside 2, evading a bullet would require knowing where the gunfire came from. SoundRadar would aid in knowing the source of the projectile, allowing the player to evade the bullet according to the direction that the bullet is going to curve against.
In the end, projectiles need to be understood.
Games need projectiles, so naturally, getting attuned to their presence (or absence) would be critical in winning the match. And depending on the game, projectiles are either your friend or your foe, so know when you must evade them or intercept them. Of course, in the process, you must enjoy the game too.