Felstaff said:
So, does anyone have any good ideas on how to replace the health bar with a more realistic approach to player health/status?
We have to get to the bottom of exactly
what the health bar is trying to imitate (and what it's trying to avoid).
First, what we want to avoid: We don't want a "realistic" system in that a single gunshot wound either kills or incapacitates you. So much about control schemes and world layout in games would make such an unforgiving system frustrating -- you try to dodge, but a chair blocks your path like a wall, boom dead. So we want a system that allows us to have a few mistakes before we're toast.
We also want to avoid needlessly abstract systems. Trying to judge solely by how "red" the screen is, for instance. It's still just a number, but now one that your player can't see. In real life, we would have other senses to tell us how we're feeling, but not in a game. Our eyes are basically it, so that information needs to get to the eyes in a way that doesn't take away from in-the-moment gameplay. Numbers are convenient for that, as are meters.
I like to think we also want to avoid the "pinprick of death," in which we run around with one hit point after taking fifteen rockets, but then we bump into a candle and die.
Second, what we want to imitate: We want to create the impression that each mistake brings us closer to death. We want to imitate the body's self-assessment mechanism -- you can basically tell, at any given moment, how you "feel" and whether your capable of running, jumping, continuing to breath, etc...
We also want our health meter not just to indicate how close we are to taking fatal damage, but our capacity for avoiding further damage. Your hit points don't just measure how much more punishment you can take, but we also use the old-school RPG meaning: When you take 10 hit points of damage, it might be that the bullet didn't really hit, but that the effort you had to put forth avoiding it made it just that much harder to avoid the next. (At 0 HP, you can't avoid it anymore, and that next bullet actually hits and kills you.) So the HP bar is two bars in one -- your ability to sustain damage
and your capacity for avoiding it.
Combining the two is a necessary evil most of the time, because it avoids bogging the game down with tons and tons of calculations, turning an RPG into an Excel spreadsheet.
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Looking at all of this, I don't feel like the problem is health meters. We need some on-screen measure of how we're "feeling,"
because we can't feel it (yet). I think the problem is that how our character moves and acts doesn't reflect how the meter says we feel. We want animated analogues to the injuries we've sustained -- but that brings us back to separate "health meters" for each limb/body area, which you've already said you don't like.
I think you're closing off the wrong solutions, because you've identified the wrong problem. The biggest problem of "realism" with all of this isn't how we measure health and injuries, but rather how we
heal them.
Fix the healing system, and you fix the health system. You don't want to have to wait three months to recover from a gunshot in your game, but you shouldn't be able to pop some steroids and ignore the arrow in your forehead, either. Having a more diverse, robust healing system can make different injuries feel... well... different. Here are my preferences:
1. All true "heals" should be heal-over-time. And the time should be effected by the severity of your injuries, not just the quality of the supplies. Meaning if you're next to dead, you heal more slowly than if you're near tip-top shape.
2. Bigger injuries should cause additional damage-over-time unless you apply some kind of "stop" to the wound. A quick bandage to stop the bleeding, for instance, won't
heal you, but it'll stop you from losing more health.
3. Any chemicals that provide an instant boost should be portrayed as
masking the injuries. Maybe you can shrug off a few more attacks for a little while, but you're not actually "healthier." And when the effect wears off, you're as bad (or worse) than you started.
4. Perhaps different types of wounds could require different healing supplies. If it's a burn, you don't need stitches. If it's a knife wound, you can't just apply antibacterial cream.
This run the risk of breaking the flow of gameplay, though. Use with caution.