The human eye sees downward at 75° but sees upward at only 60°
This means that to better mimic the way a person actually sees, the targeting reticule should lie 44% of the way down the screen instead of dead center 50%
It's a commonly known design principal and the reason why in film (cinematics) and portrait photography, the subject's eyes aren't dead center.
For some reason this concept has never entered into the world of video games and I think it should. Of course people are used to the reticule being dead center, but as a photographer and gamer, I always feel like I'm running around with my head at an odd cock, and I think the gaming community would appreciate (possibly by not even noticing!) having the reticule slightly raised.
I seriously think you should give this a try, Bungie, and see if it feels more natural to you.
[url=http://en.wikipedia.org/wiki/Human_eye%23Field_of_view]here's a quick wiki that says so[/url]
[url=http://photo.stackexchange.com/questions/21249/what-is-the-visual-center-of-an-image]here's some more support[/url]
Technically the visual center is supposed to be a little to the right, as well, but I think it's based on the world being right-side dominant, which could makes sense, shooting from your right shoulder.
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Edited by Plain Ben: 9/12/2013 4:52:23 PMThey moved it down since Halo 2, a little too far down though in 3/ODST. I didn't check Reach. They moved it to the point where it's 1.5% off where it should be though for Destiny. Or have I got this the wrong way round?
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First off, the current reticule is not dead center, but closer to the bottom of the screen, and there is a reason for this. Moving the reticule so that it is closer to the top of the screen would would completely disrupt and destroy game flow. With the lower reticule, players have a tendency to center the horizon, which means they are aiming down. The result is that higher ground becomes a more advantageous/desirable position. For players in the low ground, shooting targets at their own level, the lower reticule also allows them to keep an eye above them for those who have moved into the upper positions. You say it's a commonly known design principle (and I think you are referring to the rule of thirds), but that is in stuff like pictures, movies, and paintings. Anything whose primary purpose is aesthetics. When designing a game HUD, how it affects gameplay is obviously going to be more important than aesthetics. Changing the reticule in such a way would make a huge difference in the way people play, and that's something very important to consider. I doubt Bungie would make such a change when they have had this system in place for a while.
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im sure others have said it, Bungies Xbox games have never really had dead center crosshairs.
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Adjustable reticle position. End discussion.
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While I agree that what you're saying is accurate, it's impractical. FPS have more going on in the sky than on the immediate ground in front of you. Moving the reticle up would contribute to realism, but it would disrupt the even flow of the game.
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Very interesting point. By the logic you've stated, you see more of the bottom of the screen moreso than the top so the reticule would actually make more sense raised. Then there's the positioning of the screen and how much you compensate by tilting the head. The most obvious solution to me, is the ability to adjust the height of your reticule.
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I see what the OP means and support this idea.