If there's one thing in games where realism takes a rest, it's your player's health. I've never really been a fan of the health bar, regenerating invisi-shields, or improbably-placed medipacks lying around small villages in Northern France in 1944 that you have to walk over to activate (suddenly: gunshot wounds have healed!).
For me, it's a minor niggle that has the capability of wrenching me out of immersion, much like a hint of Edith Piaf can kick me out of a dream. When I stub my toe, or bang my head, or walk straight into a crotch-high metal post in the middle of the street, I don't think "shit, just lost 8% of my overall health, better walk over a conveniently lying medipack to heal instantly", I think "ouch, my toe/head/unmentionables" and the healing process can take minutes, or even days.
Lots of games have tackled replacing the health bar, as, when you're playing an immersive game, a big green/red block of health taking up one corner of your field of vision can be completely distracting, and games where an HUD is not feasible, like Resident Evil, the makers often come up with alternatives, such as replacing your deteriorating health with increased limping, and Far Cry 2 distorts your view as you succumb to malaria.
The problem is, with body-part specific technology being rather popular in games, ever since Soldier of Fortune, I've always wondered when, if, or how they would do away with the primitive health bar entirely.
It's amazing how this simple visual representation of a number has barely evolved when all other facets of gaming have.
It's been in use since 1984 [http://en.wikipedia.org/wiki/Dragon_Buster], fergoodness'sake! With the Skyrimmic focus on Total Immersion Gameplay in your AAA games nowadays, it seems strange how your health is still represented by a single number, and moves in a rather linear fashion (number goes down when "getting shot", and up when "eating cake")
The problem I see with games that try to replace the health bar with visual clues--take Resident Evil, for example--is that, say you're having your leg munched by a carefree zombie (the ones with no cares are the ones you have to watch out for), the now-injured character will walk away from the fracas clutching his or her tummy.
You just had your leg munched, dammit. If you had a tummy ache in the first place, you shouldn't have taken on an army of the undead. I don't know how many times I have to tell you this.
Even with the current crop of Bethesda games, where you can have various limbs crippled and such, impairing your ability with those limbs (crippled right arm, your firing accuracy has dropped by 84.3%! Crippled leg, your movement is slowed by 75.05%! Crippled crotch, your chance of fatherhood has decreased by 91.8%!), it's still basically a health bar but apportioned to various parts, rather than the whole, of your body.
Essentially, your health is still represented by a number. And this number is visually represented by a green bar. Which is a bit old hat, don't you think?
So, how could this be changed or evolve as the new generation of games gets slewed upon us? How can you show a visual representation of damage or injury to your player character which a.) accurately reflects real-life injury/pain, b.) impairs your player character in such a way as to be representative of how they'd respond to injury in the real world, and c.) takes more than a green bottle of health potion/medipack with a big red + on them to restore your wounds?
It's tricky, but really, the health bar is an ancient way to represent player health, and something should really begin to take its place. Fighting games are the worst offenders; that yellow bar at the top of the screen which slowly turns red (or quickly in my experience - I'm crap at Street Fighter) is not very realistic when it comes to being knocked out. I've somehow survived an onslaught of fifty Hadouken fireballs smacking me squarely in the chest, and I look pretty good for it, too, but one final kick to the shins is enough to send me soaring back through the air as if launched from a cannon.
I'm just saying bodypart-specific manoeuvres to slowly weaken and tire the limbs, combined with fatigue which slows your overall movement and reactions, would be a far more realistic representation of fighting prowess, rather than a big old block of yellow being chipped away at the top of the screen.
Come on guys, surely we've moved on from this?
Problems with not having the health bar, however, would dog FPS games, where you rarely see your body, and thus would not be able to see whereabouts on your person you would be injured.
So, does anyone have any good ideas on how to replace the health bar with a more realistic approach to player health/status?
For me, it's a minor niggle that has the capability of wrenching me out of immersion, much like a hint of Edith Piaf can kick me out of a dream. When I stub my toe, or bang my head, or walk straight into a crotch-high metal post in the middle of the street, I don't think "shit, just lost 8% of my overall health, better walk over a conveniently lying medipack to heal instantly", I think "ouch, my toe/head/unmentionables" and the healing process can take minutes, or even days.
Lots of games have tackled replacing the health bar, as, when you're playing an immersive game, a big green/red block of health taking up one corner of your field of vision can be completely distracting, and games where an HUD is not feasible, like Resident Evil, the makers often come up with alternatives, such as replacing your deteriorating health with increased limping, and Far Cry 2 distorts your view as you succumb to malaria.
The problem is, with body-part specific technology being rather popular in games, ever since Soldier of Fortune, I've always wondered when, if, or how they would do away with the primitive health bar entirely.
It's amazing how this simple visual representation of a number has barely evolved when all other facets of gaming have.
It's been in use since 1984 [http://en.wikipedia.org/wiki/Dragon_Buster], fergoodness'sake! With the Skyrimmic focus on Total Immersion Gameplay in your AAA games nowadays, it seems strange how your health is still represented by a single number, and moves in a rather linear fashion (number goes down when "getting shot", and up when "eating cake")
The problem I see with games that try to replace the health bar with visual clues--take Resident Evil, for example--is that, say you're having your leg munched by a carefree zombie (the ones with no cares are the ones you have to watch out for), the now-injured character will walk away from the fracas clutching his or her tummy.
You just had your leg munched, dammit. If you had a tummy ache in the first place, you shouldn't have taken on an army of the undead. I don't know how many times I have to tell you this.
Even with the current crop of Bethesda games, where you can have various limbs crippled and such, impairing your ability with those limbs (crippled right arm, your firing accuracy has dropped by 84.3%! Crippled leg, your movement is slowed by 75.05%! Crippled crotch, your chance of fatherhood has decreased by 91.8%!), it's still basically a health bar but apportioned to various parts, rather than the whole, of your body.
Essentially, your health is still represented by a number. And this number is visually represented by a green bar. Which is a bit old hat, don't you think?
So, how could this be changed or evolve as the new generation of games gets slewed upon us? How can you show a visual representation of damage or injury to your player character which a.) accurately reflects real-life injury/pain, b.) impairs your player character in such a way as to be representative of how they'd respond to injury in the real world, and c.) takes more than a green bottle of health potion/medipack with a big red + on them to restore your wounds?
It's tricky, but really, the health bar is an ancient way to represent player health, and something should really begin to take its place. Fighting games are the worst offenders; that yellow bar at the top of the screen which slowly turns red (or quickly in my experience - I'm crap at Street Fighter) is not very realistic when it comes to being knocked out. I've somehow survived an onslaught of fifty Hadouken fireballs smacking me squarely in the chest, and I look pretty good for it, too, but one final kick to the shins is enough to send me soaring back through the air as if launched from a cannon.
I'm just saying bodypart-specific manoeuvres to slowly weaken and tire the limbs, combined with fatigue which slows your overall movement and reactions, would be a far more realistic representation of fighting prowess, rather than a big old block of yellow being chipped away at the top of the screen.

Come on guys, surely we've moved on from this?
Problems with not having the health bar, however, would dog FPS games, where you rarely see your body, and thus would not be able to see whereabouts on your person you would be injured.
So, does anyone have any good ideas on how to replace the health bar with a more realistic approach to player health/status?