Hitbox Dissonance: Difference between revisions

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[[File:hitbox.jpg|link=Touhou Project|frame|Though the proper term in this case is ''hurtbox.'']]
 
{{quote|''thats the result of all the training of [[Street Fighter|Ryu]], to make a invisible punch''|'''Javier19890710''', ''[http://www.youtube.com/watch?v{{=}}xhcTGhr3jKA homo-genius: a history of gay inventors: volume 27]''}}
|'''Javier19890710''', ''[http://www.youtube.com/watch?v{{=}}xhcTGhr3jKA homo-genius: a history of gay inventors: volume 27]''}}
 
{{quote|''There are no hitboxes, there are just ideas.''|'''[[Medibot]]''', ''[http://www.youtube.com/watch?feature{{=}}player_detailpage&v{{=}}NihroQSQKHw#t{{=}}108s Let's Play Sonic Shuffle]''}}
|'''[[Medibot]]''', ''[http://www.youtube.com/watch?feature{{=}}player_detailpage&v{{=}}NihroQSQKHw#t{{=}}108s Let's Play Sonic Shuffle]''}}
 
In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a rectangular or cubic region of each character is chosen as the hitbox. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. [[Fighting Game]] jargon usually differentiates the two boxes by calling the attack's a ''hitbox'' and the target's a ''hurtbox''; in other genres the term "hitbox" usually gets used for both.
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** The hitbox wasn't the only thing that went straight to prone. So did the diving players accuracy. This is why before it was fixed in a patch [[Dolphin Diving]] was the biggest [[Game Breaker]] the series had ever seen.
* ''[[Postal]] 2'' has an [[All the Tropes Wiki Drinking Game|egregious]] example with Gary Coleman, especially noticeable when he gets into a fight with NPCs that ALWAYS [[Boom! Headshot!|aim for the head]] and make puffs of blood appear ABOVE Gary's head. This is presumably done to maintain balance in multiplayer and avoid the issues that ''[[GoldenEye 007 (1997 video game)|GoldenEye]]'' had with everyone trying to pick Oddjob.
* ''[[Overwatch]]'' is the source of many hitbox-related complains since its release: every projectile and character in the game has a slightly larger hitbox than their actual visuals would indicate. Among the most notable offenders:
** Hanzo has become a meme in the community for his arrows' ludicrously large hitbox to make up for his lack of [[Hit Scan]] and slow rate of fire, although this has been toned down since.
** Some tanks - Orisa was notorious for this before a patch - have significant trouble actually soaking damage at high levels of play because of their large head hitboxes that make [[Boom! Headshot!|headshots]] really easy to land.
** Doomfist's Rocket Punch had such a massive hitbox that it could hit an enemy ''about 2 feet above his own head'' or even ''hit enemies behind obstacles as thick as a British phone booth!'' This was done for a reason similar to Hanzo's case, but it was also toned down when it really became a problem.
 
=== Maze Game ===
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* In ''[[NES Remix]]'' game play pauses as soon as you die die, making any instance of this extremely noticeable.
 
=== [[Massively Multiplayer Online Role Playing Game|MMOs]] ===
* ''[[World of Warcraft]]'' has some examples of both. Many bosses have very large hitboxes to make it easier for melee classes to attack them. Kologarn for example has a hitbox that is so large that you can stand near his right arm and use an area-of-effect attack to hit both of his arms and his body (his body and arms have separate hitboxes). Some bosses on the other hand have very small hitboxes. Saphiron for example has a hitbox that's about the size of his body, with his head and tail extending outside of the hitbox, meaning melee classes pretty much have to stand right under him.
** Sapphiron is a stonking great dragon, so if his hitbox really covered the same amount of ground he did, it would fill the whole room.
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=== Web Games ===
* Skittles adgame ''Darkened Skye'' suffered from this in ''spades''. The hitboxes on the enemies and the character's weapon were smaller than the sprites...and the character's hitbox was ''bigger''. Leading to <s>hilarious</s> rage-inducing situations when you're flailing away at a little flying lizard and doing no damage at all, while it rapes you by clawing at the air a foot and a half away from you.
* Very recently{{when}}, ''[[Neopets]]'' released a game that, as part of a plot, was a re-skinned version of an older game. This is notable because the original game sprite was significantly smaller than the re-skinned sprite, but the hitbox remained the same. This was ostensibly a good thing... until you realize that the hitbox was the same size, but the center of it was located several pixels ''below'' the sprite itself, meaning that you had to fly higher than you thought you would to keep from dying. Bear in mind that this game is designed to constantly have your character descend unless you're consciously rising, so there's significantly more danger from scraping the bottom of the screen than the top to begin with...
 
== Non-Video Game Examples ==
=== [[Live Action TV]] ===
* Came up as a plot point in an episode of ''[[CSI: New YorkNY]]''. {{spoiler|An [[Xbox]] used in a ''[[Gears of War 3]]'' tournament had been hacked to give one player a much smaller hitbox, and everyone else a much bigger one.}}
 
{{reflist}}
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[[Category:Hitbox Dissonance]]
[[Category:Dissonance Tropes]]
[[Category:Necessary Weasel]]