True. I've never gotten the appeal of playing a grunt who just follows step by step orders in the machine of war, but if that's the feeling a game's trying to capture, then regenerating health would encourage sticking to cover.Hawki said:http://www.polygon.com/2017/4/26/15438184/call-of-duty-wwii-trailer-reveal-diversity
You know what? Fuck it. Yes, this is coming from the person who honestly had no problem with black/Indian soldiers in Battlefield 1, but after reading this, I'm not going to complain about "muh diversity" in the near future. And this is from someone who actually sees diversity as a plus, if only for variety.
Anyway, now that I've got that off my chest, and glad that British and French characters will be playable to at least some extent, time to comment:
It depends on the scenario.sageoftruth said:I don't think realism is the main draw of health packs. Instead, as B-Cell said, it makes every hit you take carry more weight, since you can't just regenerate it, unless you find more health. It encourages you to respond to damage with pro-activity, rather than passivity. If you're low on health, you must take the risk of finding more health either through exploration, or aggression, if enemies can drop health. It forces you to put yourself in danger to get out being in the red zone and that can be a far more thrilling experience than passively waiting behind cover to regenerate your health.
I played two Medal of Honour games this year (go figure), namely Rising Sun and Vanguard. The former had health packs, the latter had regenerating health. The former had you operating by your lonesome for a lot of the time, or at best, with only a few fellow soldiers. The latter had you as a grunt for the entirety of the campaign, with you by yourself only periodically at the last part of the game. The former had enemies that would miss a lot. The latter had enemies that were quite accurate. The former didn't have a cover system, the latter made use of one.
You seeing my point here? Even within the confines of WWII games, which system is better depends a lot on the scenario. In a game where a significant part is spent infiltrating enemy lines as an OSS agent, a fixed health system makes sense. In a scenario that tries to capture the 'bullet hell' of war, emphasizing cover and squad-based movement, regenerating health makes sense, because otherwise, you're going to die. A lot. And not in a way that allows you to learn from mistakes easily.
A lot also depends on pacing. For instance, also played BioShock, where regenerating health would sink the game, because the game emphasizes resource management and survival - you want health, you need to spend money or loot it. In contrast, scrounging for health packs doesn't quite work in the context of being a grunt in an army - keep moving forward and all that.
EDIT: Actually, I think regenerating health really isn't that necessary to encourage cautious, wall-hugging gameplay. The fact that you can't dodge bullets and need cover to stay alive seems to do the trick just fine. As I mentioned to JUMBO PALACE recently, I played the original Call of Duty, a game with health packs, and if anything, having health that would not regenerate made me even more cautious and wall-huggy.
However, with Call of Duty's style of play, all those great things I said about health packs won't be true anymore. You won't be responding to damage with pro-activity, just even more caution. Still, it feels pretty tense when you're low on health, and very relieving when you find enough health to get back into the green zone. Also, since it's Call of Duty, Bjj Hero won't have to worry about backtracking in dead zones, since you can't backtrack.
Unfortunately, my talk with JUMBO PALACE reminded me that this new health system is about calling medics, not finding health packs, so it sounds to me like it's just another regen health system disguised as something different.