You know, I'm rarely a person to do this kind of thing to people whom I consider actually know what they're talking about BUT: Wrong. Guess again.
Two main flaws in your reason:
Yahtzee Croshaw said:
No, health systems are probably never going to be realistic, because in a truly realistic game you wouldn't be able to continue after getting shot once, and any game that doesn't let you make any mistakes isn't going to be much fun for anyone except insane obsessive no-hit-runners.
This is absolutely right, which further confuses me on how you seem to ignore it for the remainder of the article.
Being punished for experimenting or having fun doesn't seem like a good mechanic does it? I can go through most games barely taking a hit, most of them I can go through barely using healthkits (I remember getting to the end of Max Payne and constantly full of painkillers). However that forces me to play defensively. To play it carefully, and safely... and what the fuck is the point? Honestly if I wanted to play "safe" I'd go outside. What the fuck is the fun in playing a game designed to let you do crazy shit... so you can be afraid of doing said crazy shit? It's like letting you drive a Ferrari that'll self-destruct if you go above 60...
That's one thing the original Assassin's Creed did better than ACII. Despite having to sit through a fucking 10 minute long speech every single fucking time I wanted to play the game, when I did, I never felt I was being punished for actually having fun and experimenting in the game.
There are few things more utterly rage inducing in a game than the feeling that you're suddenly screwed by a mistake you did 5 minutes ago... Or for not having the clairvoyance to know what you should expect before finding a new health pack/station/source. What's that, you didn't think you'd need more than 45 health 2 rooms ago? Well fuck you then, here are 10 elite soldiers. Either cower like a ************ or GG. What? You had the audacity of trying a different approach than cookie cutter safe approach? Ok then, here are your options: a) Reload your last saved game (IF you have one) and play it our way, or b) go suck nuts and bolts, and try to slog through to the next health source with low health!
If you're gonna punish someone for doing bad punish them WHEN they do bad. If they're not performing up to standard kill them and let them try again. Don't just let them push along for 10 minutes until they realize that they're suddenly fucked (extra fucked if they didn't keep a previous save). How much would you enjoy it if your mom walked into your house right now and slapped you across the head over something you did 20 years ago?
I honestly don't see why in the world you'd think this is "fun".
The other advantage of having regenerating health is that it lets the developers pitch more intense and harder encounters at the player, knowing that:
a) They can't simply press an item key or run over an item and instantly reset whatever damage they've taken. While you're in the fight, you're in the fight. You can't regen health while taking damage, so you have no way of recovering during an encounter. It's do or die.
b) They can punish the player as much as they want at the moment, knowing they can regen it for the next battle. There isn't a "wait, if we throw this shit in now, most of them will get stuck later".
Yahtzee Croshaw said:
And weren't those the most exciting parts of a game like Half-Life, when you've scraped through an encounter with several organs missing and your arms hanging off so now every health point counts and your wit must be about you at all times?
No. I just reloaded the scene and played it "safe mode" so I could go through mostly unharmed, so I could be sure not to get locked out of the rest of the game due to not having the clairvoyance of knowing I'd need more health up ahead.
Not much of a strategy involved in planning for something you don't know. The only strategy is "try to have as much health and ammo saved up as you can". Not exactly strategy...