[QUOTE=Acorn1021;355814]Yes, because we want reality in our games. Stop reaching out for excuses because you are running out of them, and soon you are going to have even stupider excuses.
The only legit one is that you can adjust how fast/slow you aim move with sticks.[/QUOTE]
dude. tone it down a notch. did you read the whole thread? see the whole part where burawura and i hashed it out over diffs? productively?
my comment was more about the psychological orientation to the game and where you perceive your own presence in the game (sorta like the Y invert issue - are you the gun? - normal Y, or are you the vision of the head - invert Y)
on console, the mechanism “feels” as though you are moving the gun and the gun sight (crosshair) that moves around is an extension of the gun.
on pc, the mechanism “feels” as though you are moving the crosshair around and the gun is dragged along with these actions.
This alone helps explain why the spread/accuracy is an issue for pc folks - the feel as though where they are pointed has already taken the randomness out of the equation, and want to see (perhaps quite reasonably, but certainly cognitively) the place where they click receive the bullets. For console, if the metaphor/mechanism/cognitive-orientation is one of setting up the trajectory (rather than pointing to where the bullet will hit), the spread/randomness is 1) less dissonant (cognitively) and 2) reflects what anyone who has aimed a (real) gun knows, they aren’t perfect, have a spread, etc.
The reality is the mouse is a more effective way to quickly click in different locations on your screen, but this “skill”, is highly abstracted, and somehow, the best and the brightest at quickly clicking on the screen (fuq, it could be a set of checkboxes randomly spread around on the screen or an FPS for this particular skill) think they are the MJ (or Kobe, or LBJ, depending on your age) of gaming.
all the metaphors (guns, trikes, nascar?) are a bit (just a bit?) overblown b/c they overemphasize the difference in outcome as somehow reflecting a skill cap (that ignores most of the contextual issues that shape gameplay, OR they use something like QL to prove their point, which is basically a rhythm game/FPS hybrid). how bout programming languages? tools to accomplish an end, some tools are much more effective at accomplishing a particular task, but many different languages can get at a given end, some would just be clunkier than others. all programming languages take some skill to master
anyway