Anthraxus said:
Maybe it fits in with arcady shooters like COD and the like, but it absolutely has NO PLACE in any type of semi realistic tactical type shooters for obvious reasons.
Actually, it does. Realism means if you get shot
in the body armor your character would have trouble breathing, deep bruising and probable broken bones. It means a single fragment from a grenade can kill you. It means you spend the entire god damn game shooting at targets you can't see.
Realism has a place in simulation. In anything but simulation, adherence is arbitrary and takes a back seat mechanical concerns. Just consider the occasional attempt at simulation in with respect to infantry combat. A handful of games across a decade who's combined sales across all platforms are less than that made by a Call of Duty in a month. Sure, there are people who want that. Hell, I even liked Operation Flashpoint and Arma. But those two games have something in common: tedium.
Realism makes the battlefield a dangerous place where a slight mistake is rewarded with getting to do it again. Sometimes that works. Most of the time, something more arbitrary is what you want.
The question that one should ask about regenerating health is not one of realism. It is a question of design intent.
If you consider the three basic damage models present in video games, regenerating, non-regenerating but recoverable with items, and absolutely non-recoverable, you can see that each encourages a different style of play.
Regenerating health ensures a player arrives at a gunfight with a known amount of health. This essentially allows a developer to make an encounter more challenging since they can better understand what a player is reasonably capable of surviving. This mode thus encourages action and set piece gun battles.
Non regenerating but recoverable health makes health an expendable resource. It means that because of a poor showing at an engagement previous, an encounter might be all but impossible. It generally offers players the choice to expend their most plentiful resource (powerful weapons or HP). It also encourages exploration for additional health and can introduce tension by itself.
Absolutely non-regenerating health offers no resource to manage, just an ever present fail state. It encourages slow pacing and extended planning sessions. To a lesser extent, it could encourage exploration if the game is designed such that there are multiple routes around an obstacle.
Rainbow six has notable used two of these models. The earliest games had absolute non-regeneration. This was suitable simply because the player had access to near perfect information about a mission before the set foot inside the play area. In fact, most of the game was spent in the planning phase as the execution phase could take as little as a minute to complete. Later games did not present the player with perfect information and still had a non-regenerating health. This lead to a game where most of your time was spent slowly slicing the pie around corners and memorizing enemy locations. These middle games demonstrated a fundamental truth: non-regerating health is the enemy of high action.
The most recent games also opted for imperfect information (and outright cheating) but resulted in a game that is at least more reasonably paced. There are still significant design problems of course, from plausibility (Across Vegas 1 and 2 I shot a reinforced battalion of infantry. That's a mite big for a terrorist operation), to simply being confused about what kind of game it wants to be (cover based or tactical - if tactical a cleared room ought to stay cleared and not magically pop enemies into view).
The standard model, non-regenerating but renewable, still has plenty of purpose. Just not in shooters. Old design favored building of monster filled mazes and tedious jumping puzzles. Most of the time in an FPS were spent doing things that had nothing to do with shooting. Since exploration was critical to progress at a most basic level, having health as a pick up made perfect sense. To this day, survival horror can make great use of this mechanic as it offers a way to build tension just by making it take a little longer to find that next med kit. But the Modern FPS shooter simply remains focused on the shooting phase. Even in the games that attempted to focus on realism above other concerns you spent most of the time shooting. Delta Force would sent you to fight entire companies of troops. Ghost Recon would pit four guys against a hundred. Operation Flashpoint had you at every major battle at the most crucial and heavy fighting of an entire war. Their damage model simply runs counter to everything else about their design.
I personally don't have a problem with the mechanic when it is used correctly much the same as I often welcome non-regnerating health in games where that mechanic makes sense. Dead Space already encouraged exploration and wanted to be scary. Making health a pick up was a perfect choice.