Extra Punctuation: Why Regenerating Health Sucks

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saxybeast418

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Dec 4, 2008
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First off, I really like the "luck" system proposed in the article, as well as a handful of examples and ideas in the various comments.

That said, I don't think that the idea of regenerating health is inherently bad. It's just been lazy in its implementation so far. Sucking your thumb behind cover for a few seconds to regain your health kills tension at any difficulty level other than insane, and discourages exploration for medkits and whatnot.

Poor Bungie. They go and make the concept of regenerating health popular, expecting other developers to adjust and improve on it. Instead, they all do it worst than the first attempt, and THAT was far from perfect.

Some ideas for improving it.

1) Make it *slow*. The article gave inFamous as a positive example. If you recall, there was automatically regenerating health; however, it regenerated at a snails pace, especially if you were in combat. If you were desperate and wanted to regenerate your health, you had to run, and the army of mooks would *chase you.* All of the tension of limited health without the stupid flow-breaking back-tracking. This could also be combined with the "walking it off" concept.

Oh, inFamous, you are so awesome :).

2) Reward the player for excess health. This article also gives Prototype as an example, but this concept probably would work best in a third-person super power game, rather than the shooters that really screw the concept up. In Prototype, your health slowly regenerates. Like inFamous, this is not tactically useful, forcing you to either eat people or do a tactical retreat. However, at full health (beyond which you had no regeneration) you could eat people to boost your health over 100%. Besides acting as an additional buffer, this extra health was a resource for the super moves that could kill a ton of enemies and save your ass, at the cost of making you more vulnerable.

This is easily applied to shooters. At full health, or even bonus health, your speed and accuracy can get a boost. You could use bonus health as fuel for bullet time or whatever gimmick you want.

There are a whole bunch of other ideas that I could base around these concepts. Perhaps at full armor, you are slower and pack more of a punch, and then when your armor breaks, you become faster, weaker, and gain regenerating health. In this fragile state, you are then forced to find armor so to continue to have a chance.

There's a reason why designers got rid of health kits. While the exploration, tension, and use of health as a resource were awesome, it really screwed up flow, balance, level and encounter design. Simplifying that by making health regenerate is a step in the right direction, but without finishing the concept, it just makes things patronizingly simple.
 

rembrandtqeinstein

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Sep 4, 2009
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man i /agree so hard it makes my pants tight

regenerating health is so lazy it hurts my feelings

halo 1 did the hybrid system more or less right, you had a health bar and a shield bar, shield regenerated, health required pickups

halo 2 screwed it up by having an "elegant" system with no visible health bar and everything regenerated

americas army had (still has?) the realistic system where you die in 1-3 hits, if you get hit and don't die your movement rate is slowed and your aim starts to suck (more), and it was extremely fun
 

gl1koz3

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May 24, 2010
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Hear this man; he is talking a lot of sense.

Each time I play a game with regenerating health, I just don't want to come back to it. It's that boring.
 

Seraph68

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Mar 15, 2011
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A health system that I've seen a few times is one that slowly regenerates only the bottom 20-30% of your health. for example, after a big firefight, the player would be left with only 10% health, over 30 seconds it would regenerate to 25% and stop there leaving the rest to be healed by health packs. it gave a sense of danger and caution when you were wounded without the feeling of despair when you have only 2% health and anything larger then a mosquito will kill you in 1 hit (mosquito would have to hit you twice at that point).

The game that I think has the most annoying regenerating health is Alpha Protocol. the player's "Endurance" (Armor) seems to take a long time before it even starts coming back but this was not the big deal for me. The big deal was that the Bosses had the same regenerating armor. I remember fighting the Russian boss and getting frustrated because I'd take down his armor and start doing actual damage, then he'd chase me around the room some, I'd get blinded, and he'd back on the balcony above with his armor back.

But my problem with the "traditional" health system is that I'd find myself back tracking every time I got seriously wounded. it wasn't so bad when I needed to go back down the hall and down the stairs, it was when I was near the end of the level and the only health packs left in the level were the ones I passed at the start.
 

EllEzDee

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Nov 29, 2010
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HankMan said:
'Health by walking it off' would be a nice addition to a Kinect game.
"Oh no I've been hit by a rocket." "Quick do the funky chicken! Flap those arms, Flap for your life!"
I'd rather have the option to rub some dirt in it to be honest...
 

MeTheMe

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Jun 13, 2008
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You know, I actually do agree with you mostly, shooters with regenerating health sure seem popular at the moment, and I never minded the Health Meter, t'was great fun in Bioshock.

Only thing is that's just for shooters. I think there are some games where it fits. Look at TWEWY, you got all your health back at the end of a battle, but you were severly limited to how you could heal DURING battle. Plus, it meant the developer could make the battles tougher.
 

Robyrt

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Aug 1, 2008
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I feel the exact opposite. Regenerating health is a godsend for letting me get through a game with a consistent difficulty level.

Managing health was the worst part of Half-Life: always being afraid there wasn't a health station anywhere near me, or even worse past a fiddly jumping section that was going to get me killed anyway. Down to 15% health? Better reload, because there is no way I'm leaving the next room alive. Goodbye, immersion!

When you play a game with limited health, you are magnifying the player's skill level. A very bad player who just barely clears every encounter will find himself trapped in a huge difficulty spike, while a very good player will think "Another health pack? This game is so easy! I don't have to use your cover mechanic / creative weapons / etc. I can just stay on the assault rifle forever. Lame!"

Ultimately, the choice is whether your game is about the difficulty of individual encounters or cumulative encounters.
 

SomebodyNowhere

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Dec 9, 2009
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When I started thinking about how health( or lack of it) added to the experience and how regenerative health would have ruined the game I instantly thought of the Max Payne series. Regenerative health would have destroyed the meaning behind the constant downing of painkillers and when you were low on health you knew that it all it would take is one of the pellets from a baddie's shotgun hitting their mark to take you out. While regenerating health would be useful, I fear it would end up becoming just as much of a crutch as quicksave and quickload thus killing the experience.
 

Dhatz

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Aug 18, 2009
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heres ideas(realistic death if these arent available/used):

TELEFIELD that ports bullets on the other side of you when theres enough phlebotinum

INFINITE REWIND

DEFLECTIVE SHIELD that doesnt autoregen.

ACTUAL FRAKKING ARMOR with pieces that need to be replaced when damaged

you guys here are right, I absolutely hated that bulletstorm had autoregen as much as i hate it elsewhere, wraps the gameplay around the cowardy stuff. Perhaps the skillshots only fulfill the same role of not having autoregen.

Serious proposal: we gotta make a show on gametrailers where we discuss all the possibilities that are blatantly ignored, in the face, lazybrains!
 

thebreadbinman

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Jan 24, 2010
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I totally agree.
In Fable II, my character was a fat mother fucker because I always used to eat whatever I could get my hands on to re-gain health.
But in Fable III, they introduced gaining health by waiting, so I never ate, and my character looked exactly the same as everyone elses.
I literally just rolled around until my health was full.

Fable III was so goddamn shite. ¬_¬
 

Akiada

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Apr 7, 2010
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ssManae said:
I'd like to see a system where the AI gets bolder as your health drops, such as being willing to leave cover and hunt you down after your health drops below a threshold. So, you can stay in a firefight and risk dieing, or cower in cover whimpering to regen but risk enemy soldiers showing up to deliver the coup de grâce.
That would be glorious and I second this idea.

I love it when enemies do more than pop up from cover and fire. I like it when my enemies are scary because they're smart, not because of some gimmick like having more HP.

HL1 marines were scary to fight because they flanked you and tossed grenades. Imagine behavior like that where if you took too many hits you'd hear them communicating to each other that they scored a hit and calling to their compatriots to press the advantage.

It'd combine the notion of regenerating health's "resets" while still providing the "get health packs" notion of "you're in a really bad situation, are you a bad enough dude to salvage this and survive by the skin of your teeth?" Because you're wounded and they're coming, but if you're good enough you can compensate for your earlier mistake and buy some breathing room.
 

Therumancer

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Nov 28, 2007
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Well, discussions like this get to the root of the whole problems with "casual" gamers and how much the lowest human denominator is getting involved. Simply put these guys want to play the same games as the rest of us, but don't want to have to get seriously invested in things to actually become good at them, backtrack, or manage resources. Regenerating health is a decent way of ensuring that any gamers who wants to be persistance is going to be able to finish the game, if nothing else through absolute dumb luck and atttition since he can regenerate while the enemies probably don't recover their health or numbers as as reliably. Regenerating health might make the game too easy, or seem ridiculous to serious gamers, especially when overused, but it let's casual gamers feel they they are doing really well as opposed to being held by the hand with their replentishing "I Win Button".

We're also looking at the issue of game development having become a sort of grindhouse. It's rare for companies to be able to focus on one project at a time, I mean even Bioware is being forced to keep a bunch of balls in the air at once. Replentishing health can be a design crutch because it means you don't have to take as much time to balance out all the encounters to be challenging, but not frustrating and unbeatable. Health regeneration means that they can skimp on the actual game design parts of the game since if they make things too hard or whatever they can rely on people being able to bull through with regenerating health. What's more people tend to think it's a sign of an intense fight when they are taking damage, regenerating health allows them to mine this feeling, giving the illusion of intensity,
when it doesn't matter so much because the health comes back.

To be entirely honest, I think the mechanic works in some cases, but it too frequently exploited. I think a lot of games use it well, but most suffer because of it. I'd like to see it done away with, because honstly it seems to make "shooter" games which were always kind of the ghetto of game design to begin with, even relatively easier to churn out.
 

loogie

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Mar 2, 2011
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I agree, I rememberd when I first played COD... uh 2 was it? that I thought "what the hell! this is stupid!" and from then on just got used to the fact that every new fps had it... Again its a matter of game companies going with "what's popular" even if its not that specific feature that is popular to us gamers...

I really can't say what was going through the devs minds when they came up with the regen idea... all I can think of is "its going to be a console game, which is harder to control.. so we have to make it easier"... or possibly that they wanted to throw more enemies your way and didn't believe a sustained fight like that could possibly be won without health kits... or like you said, maybe they just got annoyed with having to make healthkit items...

but like many things, game companies need to evolve, not just copy... so i'd say its about time to move on
 

Art Axiv

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Dec 25, 2008
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Yahtzee..
You promised, no more rambling about Australia's R18!
...
But honestly, you are right, and you never should stop the crusade.
 

KalosCast

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Dec 11, 2010
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I don't see how the "Luck" bar is different from any current health system. All you're doing is taking out the blood and anguished grunts, and putting a new name on your health bar.

Most of the games that go for the regenerating health route are going for the competitive multiplayer scene as well, which regenerating health is vastly superior for. Otherwise, strategy revolves around farming easy kills at health-pack spawns, or dying simply because you'd already fought like nine people, so your health was simply too low to fight off the guy who spawned on top of you. PvP in MMORPGs are a great example of this. Unless there is a significant level difference or massive balance issues, you'll almost never see one guy fight off two players who are at least marginally competent, no matter how skilled the outnumbered guy is.
 

theriddlen

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Apr 6, 2010
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Maybe you don't know, Yahtzee, but Brothers In Arms: Hell's Highway has luck system.


EDIT: Oh, i see some people already pointed it out.
 

Auxiliary

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Feb 20, 2011
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I am a big hater of any game which turns my screen red when I am getting low on health and forcing me to hide behind whatever I can find. As Yahtzee mentioned, there are alternatives and they should be used more and more please. I stopped playing several games due to the annoying blur of my screen. Realistic games are fine, but what is realistic about bleeding for five seconds and recovering because you hide behind a box. Personally, I say fuck realism and give me something fun.

Halo Combat Evolved (pc) had a great life system. Halflife was another great example of a well-done health system.
 

Baresark

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Dec 19, 2010
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I couldn't agree more. It's a nonsensical system of survival. I don't care if it's unrealistic, but what fun is it to actually not have to worry about your health.

This element combined with a ridiculously easy penalty for death has ruined modern FPS'. The main thing that adds to the excitement of the newest Painkiller game is when I have 6 points of health and I see a wave of guys coming at me. Then each one of those kills will only net you one point of health, it's rather glorious.
 

Flying Dagger

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Apr 14, 2009
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My problem with regenerating health is when it regenerates mid-fight.
I like the idea of regenerating health, but think it's just overused.

Imagine in ME2 if you had a longer health bar, but it only recovered when all enemies were dead (like when team mates revived), you'd have the tense moments where you have low health, but they'd also know how much health you have at each section.