I like Halo: Combat Evolved's health system for console shooters, devised to help compensate for the lack of pinpoint-accuracy of a Dual-Shock controller. The hybrid of regenerating and non-regenerating health I find to be a great system, because it still gives you the low-health thrill and challenges, but ensures you at least have enough health that you don't get stuck going into a battle where getting hit is guarenteed with only 1 hit left.
Playing Half-Life, I got frustrated by the number of times I really screwed up a battle, and was forced to continue with >15 health throughout an entire mission. Of course, the fact that the Half-life engine somehow gives me motion sickness (I think it's the too-noninvasive HUD) doesn't help.
In short... I'm trying to say regenerating health is good, as long as it's not complete. It serves as a "Heads up" at high health, allowing developers to implement nasty surprises for the player without being a cheap YASD, and as a reprieve at low health, giving you the breathing room to overcome challenges if you're careful enough.
Prince of Persia: Sands of Time had a good health system as well for the game style, where you had to be careful with your health in combat and platforming, but the unlimited-use health stations allowed you to fully heal at the right times, instead of having to force the developers to guess how much health you'd need at that point.
If the few posts above me were trying to agree with Yahtzee, they completely missed his point: The idea isn't to punish the player further for having low health, since that's just frustrating.
And to the guy directly above me... OUCH! IGNORANCE IS PAINFUL! I'll have to straighten you out. The reason DOOM had the most intrictate level layouts compared to modern shooters (And the reason levels in general are getting straighter and smaller) is because of the sheer amount of resources needed to make a level, and make it look good. It comes down to the strain of modern graphics. In the first DOOM, anyone could make a map in a matter of minutes, hours at most. Now, it takes WEEKS to make even a simple level, and developers don't want to waste that time on content very few people are going to see.
I blame the decline of proceedural generation.
Playing Half-Life, I got frustrated by the number of times I really screwed up a battle, and was forced to continue with >15 health throughout an entire mission. Of course, the fact that the Half-life engine somehow gives me motion sickness (I think it's the too-noninvasive HUD) doesn't help.
In short... I'm trying to say regenerating health is good, as long as it's not complete. It serves as a "Heads up" at high health, allowing developers to implement nasty surprises for the player without being a cheap YASD, and as a reprieve at low health, giving you the breathing room to overcome challenges if you're careful enough.
Prince of Persia: Sands of Time had a good health system as well for the game style, where you had to be careful with your health in combat and platforming, but the unlimited-use health stations allowed you to fully heal at the right times, instead of having to force the developers to guess how much health you'd need at that point.
If the few posts above me were trying to agree with Yahtzee, they completely missed his point: The idea isn't to punish the player further for having low health, since that's just frustrating.
And to the guy directly above me... OUCH! IGNORANCE IS PAINFUL! I'll have to straighten you out. The reason DOOM had the most intrictate level layouts compared to modern shooters (And the reason levels in general are getting straighter and smaller) is because of the sheer amount of resources needed to make a level, and make it look good. It comes down to the strain of modern graphics. In the first DOOM, anyone could make a map in a matter of minutes, hours at most. Now, it takes WEEKS to make even a simple level, and developers don't want to waste that time on content very few people are going to see.
I blame the decline of proceedural generation.