Fair point, neither one is realistic, but at least touching (with the implication of somehow using) a health kit implies that the player is not Wolverine and just healing-factoring the wounds away.GloatingSwine said:Well, actually no, real life does not work that way it depends where the bullets hit and how your body reacts. You might survive all three, you might die from one, you might die all but instantly, you might bleed out for minutes, or you might last for hours, the physical trauma itself might not kill you, going into shock might kill you. Health bars are just as unrealistic as regenerating health, but it turns out that they're also a good deal less fun, because they mean that the designer never knows even a ballpark of how much health the player has unless, like pretty much the last holdout of the Old Ways Half-Life 2 they shower the player in medkits every three seconds.Duskflamer said:A kick to the balls hurts but it's superficial damage. If three bullet wounds in a row is going to kill you, then one bullet wound, then a second 10 minutes later, then a third an hour later, with no medical treatment between them *cough*medkits*cough* is still going to kill you.GloatingSwine said:Tell you what, before you make that argument again, walk out in the street and ask the first person you meet to kick you really hard in the balls, then come back and tell us how much your health bar went down.Duskflamer said:fun fact: the whole "regenerating health" mechanic also seems to be a staple of realistic games despite being far less realistic than a health bar.
Regenerating health means that the designer always knows how much health the player has when they enter a given encounter, so the challenge level of the encounters can be finely balanced to match the progression of the game.
Also, people playing pre-halo FPS' never had a problem having fun with those health bars. Developers back then would know that the player enters the level with X amount of health and can plan accordingly, balancing the encounters in the context of the entire level as opposed to balancing each individual encounter within a level.
To those arguing that the 2-weapon system encourages thought and tactics, note that the health bar system also encourages thought and tactics, as the player has to be aware of how much health they have and plan their movements to make sure to hold on to as much health as possible, as opposed to just being able to hide in a corner for a few seconds to make all their bullet wounds magically disappear.