RagTagBand said:
The health bar has not changed in almost 2 decades because it is not broken, it is not only "not broken" but it's pretty much at its pique.
trouble_gum said:
If it ain't broke, don't fix it.
GeneralTwinkle said:
Dont fix what aint broke, it works fine as is.
hazabaza1 said:
I still like the healthbar. Keep it as it is.
ultimateownage said:
If it's not broken, don't fix it.
jajaja, we get the point. This is not what the thread's about, however. I'm not lamenting the health bar as 'broken', or complaining that it's a piece of crap. I do like it for most games that use it, and I'm not trying to enforce a belief that all games must strive for optimum realism at all times. Ever. The health bar does what it does, which is (was?) fine, but this attitude hardly embiggens an entrepreneurial spirit in the
future of gaming, seeing as every combat-based game still uses them, and the variation between games in this respect is
very little.
When consoles began to get powerful enough to deal with polygons over sprites, the results were less than stellar; early 3D polygonal games sucked, and sprite-based games were looking better all the time. Had games designers employed this sense of mentality ("Why go 3D? Sprites are fine the way they are. If it ain't broke...") then games wouldn't have progressed in the exciting way they did. Grab a few magazines from 1992, read the readers' letters. It's hilarious stuff. ("My Game Boy is fine the way it is. Why would I ever want one in
colour?" "any console that uses CDs (which are scratchable and break easily) is going to fail over a console that sticks with cartridges (indestructible objects of pure beauty)") ...and I'm getting a similar vibe here. "I likes my health bar the way it is. Let's stick with it, and never question whether a newer, more evolved, better system could come along 'cause it CAN'T. So don't even
think about it. Just, like, enjoy what's there, man."
Remember, people who make the games we'll be playing in the future read the Escapist, and join in the forums, and take on board the kind of things people have to say. Apparently the consensus is that we should leave the health bar alone and let it continue untouched and unquestioned in the future of games, so when our grandkids are playing
Pong of Duty XXXVII through their neur-holo implants, they're still going to see that little green bar in the corner of their cytro-retinal display.
Random berk said:
I think Yahtzee talked about this before, and I think its the best option- keep the green bar, but instead of having it represent the characters health, have it represent his sheer dumb luck.
I think the Yahtzee system of luck and risk replacing health, particularly in bullet games, would be a viable alternative (possibly not for multiplayer) to the green bar. Some sort of system that judges how risky your behaviour is, such as your use of cover, your approach to a given situation (
Crysis 2 I believe implemented a risk-based set-piece approach to taking on mobs), and whether you're a gung-ho Drakian hero who leaps over walls guns a-blazin' in the middle of a 60-on-1 firefight, or a Rainbow Sixer who tosses a flashbang into a room, followed by a smoke grenade, and crawls through a second entrance on your belly, disabling your enemies from behind by capping them in the back of the kneecap. Both styles are fun to play (and replay). The idea being that, (like in Rainbow 6) one bullet kills/disables, but you won't get hit by a bullet unless your risk-o-meter goes into the red. (point blank range would discount this, as it's pretty annoying when an AK-toting enemy is standing in front of you, and can only hit the lamp on the table behind you. Also, being in point blank range of an enemy you haven't yet killed/disabled would pretty much instantly shoot your risk factor into the red).
Ultimately, one hit kills, but you wouldn't get hit at all if you play well and play smart. The health bar would be gone, replaced with a hypothetical "risk bar", which might not have to be as visual and imposing as a health bar, because as an intelligent human gamer you should be able to judge whether your player-character is engaging in high-risk behaviour or not. Stay low-risk, stay alive. Of course, this could be offset by a more imposing enemy, therefore hiding behind a wall for too long would raise your risk bar higher as the enemy moves into a stronger position, say.
Anyway, the potential is
there. The health bar need not be the
only system that games use. There's no real need to be conservative and hold onto it as if it's the most important aspect of a game to you, just because you can't instantly think of a better system that can replace it (for none exists). Games
evolve. They always have done, and will continue to do so; why can't the health bar do the same?