» Fri May 27, 2011 6:42 am
I think that there is a hardware aspect to the conversation. I am not sure if it is right to say that devs are "dumbing things down" for adding in aim/hit assist. If you take into consideration the input limitations on consoles as opposed to PC's, I think that developers should add at least some form of aim or hit assist into FPS games for consoles. I think that it is a necessary compensation due to the inherent input limitations of consoles.
What I mean by input limitations is this, a PC gamer aims by moving their mouse until the reticule is over a target. This means that aiming is a direct map of mouse travel distance. A console gamer, however, must push their stick until the reticule is over a target. This means that aiming is a function, not of distance, but of time (maybe: d = p*s*t where d is distance, p is stick position, s is sensitivity in the respective axis and t is time). A skilled PC player can get get shots on target much quicker, where the console gamer must increase sensitivity to crazy levels to get the same kind of shot on time.
This requires a different kind of reflex for the console gamer, where it is not about moving you hand/arm or thumb a certain distance and stopping. It becomes a "When is it correct to stop pressing in that direction?" kind of thing. Not to mention that tracking a moving target (which happens a lot in Brink) requires a fine-level of pressure adjustment instead of a constant hand/arm movement.
Since not everyone is of "teen-cyborg" or MLG status and capable of playing at maxed sensitivity, I think that to help a game feel "solid" for the typical console gamer, a bit of help is needed.
That being said, I personally hate it when an aim-assist "pulls" me off of a weak target due to another target passing in front (but love exploiting that in Halo). If it weren't for my nervous thumbs, I think I would always prefer no aim-assist.