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Headshots And the Death of Variety in First-Person Shooters
Sunglasses_at_night
Monday, August 16, 2010

Editor's note: Jon picks up on an argument first made by Giantbomb's Jeff Gerstmann, and considers how everyone's favorite one-shot kill has changed the way we play. -Demian


Headshots are ruining games. Think about the arsenal they give you in Splinter Cell. Think about the remote camera, the sticky mines, the grenades, and EMPs, and all this other stuff, shotguns and assault rifles...and you went through the entire game using the default pistol and then the upgraded version of the default pistol, 'cause it's silenced and you can shoot guys in the head with it really well...all of the spots where you are not being seen by anyone the right answer every single time is shoot that guy in the head...it is ruining games.” - Jeff Gerstmann

There's nothing quite like a game's first perfectly executed headshot. That well-timed squeeze of the trigger catching the crosshairs just as they light up an enemy's dome creates an unmistakable feeling of mastery. You may not have noticed it consciously, but that shot certainly mattered. “You're a big boy now,” the game's saying, “Time to enjoy yourself.”

Headshots -- and the ability to instantly kill an enemy with a single shot, or, in the case of multiplayer, score extra damage -- have been a part of first-person shooters ever since Goldeneye 007 on the Nintendo 64 (according to Wikipedia that is, so take it with a grain of salt). Headshots add another layer of strategy to a shooter, punishing inaccurate sprays of gunfire and rewarding precise bursts. The removal of a feature no modern shooter goes without would immeasurably dumb down many games -- or so it seems.

 

So what's the problem, then? The way a headshot will instantly kill a target is certainly realistic, even if real marksmen avoid them due to the relative size of the targets. It's also, as previously discussed, a very satisfying way to dispatch foes. 

It's only once the feature's gone that you begin to realize just how it was affecting your play style. Resident Evil 4's combat would not have been nearly as intense if you could take out enemies with one shot to the head from your handgun. Some of the best moments in the game involve hordes of infected villagers shambling in your direction. You have to think fast -- take out the legs from under one of them to buy enough time to pop a few bullets into the head of another. If you could kill with a single headshot, the whole dynamic would change. For the boring.

Though Fallout 3 is an RPG first and a shooter second, it's still a very good example of headshots detracting from the otherwise-intricate systems put in place by the developer. Fallout 3 allows the player to pause the game and target an enemy's specific bodyparts. Aside from initial experimentation, you'll rarely choose to shoot an enemy in the arm or leg, even though you can potentially slow them down or disable their weapons. It's just so much more devastating to go for the head and possibly blow your foes' brains out, literally. 

To headshot or not to headshot? From the designer's standpoint, there's no clear winner. Make the headshot less effective and you risk eliminating much of the satisfaction of shooting, while leaving it as is removes much of the impetus to experiment with a game's more obscure features. The familiarity of knowing a headshot is your most effective means of attack is certainly comforting when you're starting a completely new game, but is it a good thing that so many titles are so similar in this regard?

Unusually, I'm not even sure where I stand on this issue, so it'll be very interesting to hear your responses to the topic. Do you like it when an enemy crumples under the weight of a single bullet to the skull, or do you find yourself ignoring a game's expansive list of features because this one tactic is too effective?

 
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Comments (10)
Mario_cap_avatar
August 16, 2010


Two words: Dead Space.



In that game, headshots weren't very useful. Limb shots were, but there was a twist - many limbs were kind of thin and wirey, and you also often had to angle your shot appropriately to sever said limb. It was satisfying, unique, and certainly different, and I enjoyed it.


Sunglasses_at_night
August 16, 2010


I really enjoyed Dead Space and I think what they did was a very interesting way of getting around the problem. 



However I believe they created another problem by making the pistol the best weapon in the game. It fired a beam rather than a single shot so it was ideal for slicing off limbs, and ammo was plentiful to the extent you never really had to worry about it. It was very easy to complete the game using only the pistol.


Tltwit
August 16, 2010


Another constant headshot-deterring aspect of Resdient Evil 4 I liked was the fear of having a Plagas erupt out of someone's head if you blew it off with a headshot. I've never been quite sure if headshots actually do have some influence in this regard, but it certainly made me think later in the game.



A nicely thought out article, by the way.


Mario_cap_avatar
August 16, 2010


@Jon



Yea, that's a good point, but at least it felt different than other shooters. I'd rather have it be a little easy but fresh than mind-meltingly hard and unoriginal, that's for damn sure.



@Tim



Definitely a better example. RE4 actually rewarded you for targeting limbs, too, causing enemies to drop weapons, trip, fall to their knees, etc. People can say what they will about the lack of running-and-gunning but I really enjoyed the more strategic flavor of shooting it offered.


Redeye
August 16, 2010


I personally always thought that Halo multiplayer struck a good balance with this. Headshots work but only after the shield is down, and damage to the shield can be done by hitting anywhere. The problem with this solution is they felt obligated to include one hit kill weapons like the sniper and rocket launcher that are ridiculously overpowered compared to every other way of killing things and leads to entire matches being decided just by who gets to them first. I have often maintained to people that halo would be a better game for a larger amount of people if the rockets, sniper, and vehicles got enough of a nerf that people were encouraged to use and learn every weapon equally rather then just get by with their starting guns until they found their favorite win button. (Reach's armor abilities may actually be that power weapon nerf I was looking for and i'm rather interested to see the results)



As for single player, the situation really seems to be that people prefer the easy solution that requires little thought. It allows them to settle into comfortable patterns with a game and not feel put out and frustrated every time they approach a challenge. I am all for allowing options that make a player more comfortable and capable of actually finishing a game. I think the problem isn't that headshots are too prevailent as much as the developer fails to reward people for doing things other then headshots. If you make a game where headshots are very powerful it follows that you should have other options that are as good or better then headshots. If this means overpowering your player with too many fantastically good ways to get out of a situaiton then you can just up the challenge the game environment is placing them in. 



It's a lack of creativity in providing fun experiences for the player that is to blame IMO. People are so focused on 'if you let people shoot things, they will come.' and shooting gallery 'challenge' that involves overwhelming the player with sudden ambushes to fend off that they never really explored the possibilities of games that focus more on tactics. Make it so you actually know what is coming and can plan for it and suddenly a lot of the options you give the player seem easier to impliment and more interesting then by the numbers headshots. Make the game slightly more about setting yourself into a good situation before you shoot, and the shooting itself will be better.


Default_picture
August 17, 2010


I think that cover-based shooters like the Gears of War and Mass Effect series have done a pretty good job of incorporating the headshot as an effective part of the player's arsenal without being the *entire* arsenal.  In both series, the only weapon you can consistently get headshots with is the sniper rifle, and it's been nerfed enough through ammo & fire rate limitations that you can't just go around doing nothing but sniping.



In the FPS world, I think BioShock handled it well by A) not really giving you anything with a scope and B) making the enemies so fast that getting headshots is both impossible and impractical.  I will admit that Fallout 3 got a little too easy if you just relied on endless headshots in V.A.T.S., which is why I stopped using it except in emergencies and attempted to play as much of the game as I could in real-time.



On that same token, it must be said that there is an incredibly simple solution to an overpowered headshot that gamers can easily implement - DON'T SHOOT ENEMIES IN THE HEAD!!!  Honestly, anybody who complains that a game is too easy, or that one overpowered tactic renders the rest of the arsenal useless, is seriously lacking in self-control.  There are tons of things that we as gamers can do to increase the challenge of our games - difficulty levels and self-imposed restrictions included - and why bother playing games, an interactive medium, at all if you're not going to take advantage of the different choices you're offered?


Sunglasses_at_night
August 17, 2010


@Damian I really really appreciate you front paging this, but could you please remove the 'first-person' part of the title since Gerstmann's original comments applied to Splinter Cell Conviction?


Default_picture
August 17, 2010


I'm not sure I see it as much of an issue. In a singleplayer game doesn't it come down to the player to be as creative as they want to be? Using the example of Splinter Cell, Jeff Gerstmann lists all the equipment you have at your disposal, as well as the ability to shoot people in the head for a quick kill. Isn't it up to him to have fun playing with those other weapons? He doesn't like the idea of having this perceived easier option but at the same time he knows there are other weapons that let him play the game in a different way. Just because the game presents him with an easy option, doesn't mean he has to take it.



I don't have a problem with quick kills, but that's probably from years of playing Counter-Striker - a game that is almost defined by the players ability to kill as fast as possible. If you don't learn to headshot in CS, you won't last long in a round. I've never played Halo, but it's interesting what you say Jeffrey about overpowered weapons that are essentially one hit kills. In CS there was a particular rifle that would kill with one shot but pretty soon it became an unwritten rule that no-one used it. Eventually most clans just took the weapon off their servers completely. I always found it interesting how strongly most players felt about something they considered a 'cheat' weapon because of how much easier it was to kill with it.


Me
August 17, 2010


I totally agree with Gertsmann. Headshots are boring as hell. There's nothing worse than running from cover to cover in Bad Company 2, and then Bang! you're dead, because there are TWELVE snipers sitting up in the rocks looking for you. It's absolutely no fun to play against snipers in FPS games, and that, to me, trumps the enjoyment that the snipers get out of it. I think that game design decisions should be based around giving the most fun to the most people, and if sniping and headshots were removed from these games, only a handful of people would stop playing on account of actually having to get out there and fight from now on, and a slew of people would be glad for the change to not have to scurry about worry about the snipers.


Default_picture
August 17, 2010


Sure, I'm down with plugging some guy's melon with a single perfect shot, but I also enjoy bringing out the representative Big Gun (every game's got one) and either riddling an entire wall with bullets, or clearing out a whole area with some sort of explosive device, as the case may be.  There's situational entrepreneurship, and then there's havin' a good time.



@Dennis - is there no way to get any or all of those twelve guys off their spots without retaliating with snipers of your own?  I haven't tried BC2, but in my experience with other multiplayer shooters, there's no spot so good for a sniper that a determined opponent can't deal with them.  Allowing an unbreakable camping point strikes me as terrible game design.


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