Being a long-time tabletop gamer, my first introduction to any sort of health management was through hit points in D&D, which immediately seemed both arbitrary but also the easiest way to manage damage infliction. It did lead to some silly situations where special rules had to be made regarding killing otherwise helpless enemies, or you'd have to sit there and hack at a fellow with a broadsword for several rounds before he was truly and finally dead. Also, it didn't matter how hurt you were, as long as you weren't below 1 hp, you were still functioning at the top of your game, but below that, you were dead. Plenty of other games since have added all sorts of methods for tracking damage, some much more realistic but most of them fairly forgiving because, as noted, unless you're really hard up for some gritty gameplay, dying every time you're shot isn't all that fun.
I think the current trend of 'recover in cover' allows a player to more easily navigate the game based on his or her skill level. That is, the game difficulty setting effectively controls how many hits you can take before you have to go to cover, and once you're in cover you're able to regen without worrying about whether or not you've already exhausted all the consumables in a given room or map. If I ever feel like I'm not being challenged enough in a game, I simply kick the difficulty up a notch, and I've yet to feel like I breezed through without having to put in an adequate amount of work.
Speaking of work, it does all boil down to what ends up being the most fun. Some people hate checkpoint systems, for instance, and want to be able to save their game wherever, and others think that saving your game too often ruins the immersion. I think health systems are a lot like that, and they've done what they can to both control the user experience and allow the most people to have the most fun.
I suppose a game could always introduce an option or two regarding health, in addition to difficulty, and even give you an achievement, a la Fallout Las Vegas, when you complete the game on 'hardcore' or 'too much time on your hands' mode.
I think the current trend of 'recover in cover' allows a player to more easily navigate the game based on his or her skill level. That is, the game difficulty setting effectively controls how many hits you can take before you have to go to cover, and once you're in cover you're able to regen without worrying about whether or not you've already exhausted all the consumables in a given room or map. If I ever feel like I'm not being challenged enough in a game, I simply kick the difficulty up a notch, and I've yet to feel like I breezed through without having to put in an adequate amount of work.
Speaking of work, it does all boil down to what ends up being the most fun. Some people hate checkpoint systems, for instance, and want to be able to save their game wherever, and others think that saving your game too often ruins the immersion. I think health systems are a lot like that, and they've done what they can to both control the user experience and allow the most people to have the most fun.
I suppose a game could always introduce an option or two regarding health, in addition to difficulty, and even give you an achievement, a la Fallout Las Vegas, when you complete the game on 'hardcore' or 'too much time on your hands' mode.