Viking67 said:
First off, you're saying that the shooter's non-aiming eye would see something like the side view of the weapon shown in traditional FPS games. As many have pointed out much more sarcastically, the width between your eyes is not great enough to show that much of a perspective change. The distance between the inside tips of your eyes is probably little over an inch. If you take a ruler and put the end of it over the center of your right eye, and see what part of it is over the center of your left eye, you will probably get something around 2.5"-3.5". That is nowhere near enough to justify that perspective difference. Hell, on some of those games' weapon models, you can see part of the stock on the "shouldered but not ADS" view. If you were really using the weapon sights, your cheek would be there, so you would not be able to see that part of the weapon.
The distance between each eye may seem small, parallax doesn't need much of a shift for a huge difference in perspective. It may not be exactly on but it is close enough in principal.
What makes more sense is if you cant your head towards the aiming side a bit. This lowers and moves the weapon further away in the left-field perspective.
Part of your claim is that the weapon placement in traditional FPS layouts could be viewed at the view seen from the non-aiming eye while the actual aiming is done with the other eye. The issue with this is that the eye with which you are aiming is almost always your dominant eye, meaning that the image from it is going to be a bit more prominent. That's the reason why you are using it to aim. You would not just aim through the sights, get a good sight picture and then focus entirely on your left eye. Aiming through the sights, especially offhand with no rest, and moving around, can be quite difficult. You have to constantly readjust as your body movements and breathing shift the weapon around.
True I did say that, I now realise the perspective would still have to show significantly what the right side of the right eye sees that would be obscured by the bridge of the nose from the left eyeball. The weapon stock is then shown in the gap as it is a square television and its more complexity than it is worth explaining that that part under your cheek wouldn't be visible. Again, it's more realistic to be abstract than to try to be literal with a forced one-eye perspective.
Remember, with both eyes open you have a 90-degrees field of view to fill on screen.
Games do this in different ways but I still think it's been highly retro-active (after A.D.S. mechanic became popular) to declare that such classic perspectives "aren't ever using the weapon sights".
That's my argument, that a games does not have to show a COD style ADS view for the in-game-character to actually be using the sights.
The point I'm getting at is this: what you actually see when using two-eyes-open shooting while aiming down the sight (I'm talking about real-life, now) is the weapon's iron sights, much like you would see in a video game, except a bit faded. Now, one of you main gripes with ADS perspectives is that you can't see the areas where the weapon's sights are. I can understand this, and it's true if you did shoot with both eyes open in real life you would have a bit of peripheral vision there, but your focus would still be on the sights (am I stressing that too much? If I am it's because it's important). Personally, in my experience in airsoft and target shooting when I was a kid, and in the Army when I got older, I use two-eyes-open for shorter ranges (especially in close quarters when speed is more important than pin-point precision accuracy), while using only one eye at longer ranges; say, anything 200m or over with an M4. I just feel like I get a clearer view of the front sight post with one eye.
SIDE NOTE: This is why I *LOVE*LOVE*LOVE* reflex sights like an Aimpoint M68 or EOtech. With these it is extremely easy to keep both eyes open, since the aiming reticle only really shows up for your aiming eye, AND you have an unobstructed view for a decent-sized area around your point of aim anyway. And on top of all that, you don't need to worry about lining up sight posts. Too easy.
Yes, the moment you pull the trigger to fire your focus is on the sights, but you don't need a separate button for every minutia of eye movement and focus, just show both on screen. It's too much using up finger space for "am I focusing on the sights or surroundings" when the game can put both in focus. You (the human at the screen) just focuses on a different part of the screen.
Now I realize I may have sounded a bit pedantic earlier, but stick with me here. Back in the day, when I was playing Counter-Strike and Medal of Honor: Allied Assault on my PC (two games without iron sight aiming, except for scoped weapons) I eventually found myself simply fixating on the crosshairs, and feeling like the weapon was just this immovable *thing* in the lower right. With Counter-Strike I always preferred weapons with a slight zoom (like the AUG and the SIG) because I felt like I was actually aiming and being more tactical. When the original Call of Duty came along (first game I played with iron sights on all weapons), I immediately preferred it over MoH:AA because the weapons felt more "real". You could place the front sight post of your weapon exactly over the point you wanted your shot to go, rather than putting your enemy in the middle of the space your crosshairs are surrounding. I'm getting into aesthetics here, but to me looking through a sight is almost as important a part of firing a weapon as pulling the trigger. It also fit my play style better. I still remember stalking through the hallways in Stalingrad, peering through the sights of my MP44, relying on my ability to quickly engage and eliminate targets before they can shoot me, rather than trying to shoot them and simultaneously dodge out of the way as you see in more run-and-gun-style games.
Well they didn't just give more "realistic aiming" but an actual advantage too in significant zoom and also apparently a reduction in recoil. How much were you liking the better weapon because they facilitated your marksman like tactics with your zoom advantage, they are a bigger target while to them you are smaller? What suits a player hanging back and waiting for targets doesn't make it suitable for EVERY WEAPON IN THE GAME! Such as for directly storming the strongholds making the M4 is so inaccurate unless an ADS mechanic is implemented. Which is my problem with the likes of COD.
Think about it, the A.D.S mechanic suited YOUR tactics "peering through the sights of my MP44, relying on my ability to quickly engage and eliminate targets before they can shoot me" but forcing such a mechanic on more mobile player suits YOU, who sounds like you are being quite campy and discourages direct assault. And that's what I'm against, gameplay mechanics that favour the camper when really you can move quite swiftly with being fairly accurate with your weapon and still with great clarity while aiming.
I'm sorry for this to become personal but you brought your personal preferences into this as a basis of why you like such things, I am looking at how a game can't give such an accuracy advantage to campers. There is nothing wrong with PLAYERS who camp, it genuine is a legitimate strategy you are playing by the rules of the game, my problem is wit a GAME that rewards such camping. Camping has to have its pros and cons as if there is no disadvantage then it becomes a camp fest.
I get that you have a weapon preference and playstyle, but think about how it would be to force your playstyle on those who don't play in your role that cannot be the only role.
Which kind of brings me to my last point. Really, your problem with ADS shooting is that you just don't like it, and that is why you came up with this justification why you think the traditional FPS view is just as/more realistic. For me, ADS just feels more realistic and the traditional FPS view feels less so, in my case because I've handled a weapon enough that my brain has a preconceived notion of what to expect when I'm using one. That's really what it comes down to, is personal preference (which is why we're seeing so many argumentative posts in this thread). And if an aspect of a game like ADS makes the experience more immersive for some players, then why can't we have games that include it?
Finally, let me just add that I'm not saying all FPS games should have ADS. Hell, as much as I like being all TactiCool in a Call of Duty-type game (for absolute realism, my favorite game is still the original Operation Flashpoint), I can have just as much fun in Unreal Tournament or another run-and-gunner. Instagib rifle FTW
OK, if you read that entire thing, you are awesome.
TL;DR: For many people, myself included, the ADS adds an aesthetic of realism (because it IS more realistic than the traditional FPS view), and that is as important a part of making a realistic-feeling game as any other.
"you just don't like it, and that is why you came up with this justification why you think the traditional FPS view is just as/more realistic"
You are putting the cart before the horse that the case with me is:
"I don't like it, therefore I misrepresent is as unnecessary to realism"
But it really is:
"I find it it IS unnecessary to realism, hence I dismiss it and dislike it's being seen as necessary"
Look if you are using both eyes open aiming then you don't need a button or key-hold to switch between using sights and a clear view, you can get both at once as your eyes with both eyes open would perceive the world.
You still never addressed how "both eyes open" perspective could be properly depicted, I made the case that the classic depiction does serve that very well.
" And if an aspect of a game like ADS makes the experience more immersive for some players, then why can't we have games that include it?"
OK, have it as an OPTION. Have it there as a key that you can map to shift should you want to and have it do the equivalent of merely closing the left eye, but don't have it make the weapon more accurate, more controllable or more aim-assist than otherwise.
A matter of gameplay preference, not gameplay advantage.