Hello escapists.
Today we'll be talking about the conflict in the headline - 'Regenerating Health Vs. Exploring the Level'. I must warn you that there are some games that manage to pull it off nicely, but in most cases regenerating Health removes the need we used to have to find items we need.
Even though you have regenerating health and you find yourself looking for items - might it be another meter that doesn't regenerate?
Yes.
Prior to Halo and it's break into the genre, we had games with a set amount of health for you, a meter of sorts. You had it in Call of Duty, scouring the trenches for health packs and walking over piles of bodies to get from the red to the dirty green. You had it in Deus Ex, among the many other items you were looking for - it made you explore the world.
Now that we have regenerating health, what other reason do we have to explore the world?
More content?
A deeper understanding of our surroundings?
A greater narrative told by images and not words?
Here is where some games fall flat.
They assume you don't want any of this, or even worse - they don't have the time (or money to burn) for it since they need to construct a beautiful campaign of a player leading a person from point A to B.
I doubt you could see the equivalent of the plunger room from Fallout 3 in a first person shooter these days. (Even though there are some that give a damn, all hail valve! . Let me know if I missed any.)
...
But on the other side of the fence, Regenerating health does improve your gaming experience.
How many times did you squeal in frustration when you couldn't find a health pack and you died because of it? Regenerating health helps you to make the FPS experience faster, denying you meaningless deaths - it improves your overall experience.
Your game is now fast paced and isn't hampered by quests for health packs throughout the level.
Don't you talk about realism. Having a meter for your health isn't realistic at all.
...
My personal opinion?
I want to have to scour the level for items that I need. It doesn't have to be health packs.
But I must have a reason to walk around, and the developer should invest time in these little unmarked mini quests to find batteries or a pack of cigars. I could find little interesting stories that are told by images - it makes the experience much more enjoyable.
In addition, regenerating health should be tweaked. I don't see red when I get shot in the leg.
I don't regenerate limbs. You should bring back health packs but in the form of bandages, morphine and calling for medical support every once in a while. You bleed for a while, your vision gets hazy. That kind of thing.
Who knows, you might learn how to treat a bullet wound and now people could claim that video-games save human lives in hospitals since gamers step in for doctors and use their self healing techniques to heal other patients.
Today we'll be talking about the conflict in the headline - 'Regenerating Health Vs. Exploring the Level'. I must warn you that there are some games that manage to pull it off nicely, but in most cases regenerating Health removes the need we used to have to find items we need.
Even though you have regenerating health and you find yourself looking for items - might it be another meter that doesn't regenerate?
Yes.
Prior to Halo and it's break into the genre, we had games with a set amount of health for you, a meter of sorts. You had it in Call of Duty, scouring the trenches for health packs and walking over piles of bodies to get from the red to the dirty green. You had it in Deus Ex, among the many other items you were looking for - it made you explore the world.
Now that we have regenerating health, what other reason do we have to explore the world?
More content?
A deeper understanding of our surroundings?
A greater narrative told by images and not words?
Here is where some games fall flat.
They assume you don't want any of this, or even worse - they don't have the time (or money to burn) for it since they need to construct a beautiful campaign of a player leading a person from point A to B.
I doubt you could see the equivalent of the plunger room from Fallout 3 in a first person shooter these days. (Even though there are some that give a damn, all hail valve! . Let me know if I missed any.)
...
But on the other side of the fence, Regenerating health does improve your gaming experience.
How many times did you squeal in frustration when you couldn't find a health pack and you died because of it? Regenerating health helps you to make the FPS experience faster, denying you meaningless deaths - it improves your overall experience.
Your game is now fast paced and isn't hampered by quests for health packs throughout the level.
Don't you talk about realism. Having a meter for your health isn't realistic at all.
...
My personal opinion?
I want to have to scour the level for items that I need. It doesn't have to be health packs.
But I must have a reason to walk around, and the developer should invest time in these little unmarked mini quests to find batteries or a pack of cigars. I could find little interesting stories that are told by images - it makes the experience much more enjoyable.
In addition, regenerating health should be tweaked. I don't see red when I get shot in the leg.
I don't regenerate limbs. You should bring back health packs but in the form of bandages, morphine and calling for medical support every once in a while. You bleed for a while, your vision gets hazy. That kind of thing.
Who knows, you might learn how to treat a bullet wound and now people could claim that video-games save human lives in hospitals since gamers step in for doctors and use their self healing techniques to heal other patients.