It may seem ghoulish to the outsider. It will seem essential to the gamer. One of the most popular things to do in video games is to aim for the head with a gun and fire. Who thought of that? And why do people like doing it so much?
Why Headshots Make Some People Happy
Let's go with the pleasure part of it first, before we get to the history lesson.
The headshot is one of those grisly gaming thrills. Its popularity fits so well with the fact that the creators of Doom — gaming's greatest first-person shooter and a game without headshots — was made by a company called id. No one's superego aims for the skull.
Separated from the consequence of real-world death and pain, the video game headshot is, to so many millions of players, a joy. It's common in many major shooters for players to be rewarded for shooting to the head. Enemies crumble when impacted by that toughest of shots.
Ask a gamer, as we have, why they like headshots and some will talk about the sound and the splat, the feeling of total domination of their video game enemy.
Ask a video game designer why headshots are so satisfying and they may start with a joke: "I guess that's because it's what we'd all like to do in real life," Paul Wedgwood, creative director at Splash Damage and top-flight shooter gamer, said glibly when asked that question a year ago.
Wedgwood was kidding.
The men and women who make headshots possible in their games seem not at all monstrous. Far from it, they are explorers of technology and — as it says on the business card, more or less — designers of games. Their interest is play. Balance. Rules. Strategy. Challenge.
Matt Hooper, designer of an upcoming id game, Rage, explained the satisfaction of scoring a headshot by imagining a common video game sniper scenario: "It can be this little story you're telling," he said, referring to the story-making abilities of the player, not the game creator. "It's this little micro-story: That guy doesn't know I'm there. I zoom in and he's looking around and doesn't know I'm there. And that's great visual feedback… a one shot kill instead of just unloading a clip. Maybe there was a little opportunity for stealth, depending on the game. The fact that you got him at a distance and that it takes some coordination — that whole risk-reward thing — works out really nicely."
http://kotaku.com/5625054/the-history-of-headshots-gamings-favorite-act-of-unreal-violence