fun fact everyone likes to forget, first halo did not have regenerating health and had health pick upsFieldy409 said:I think it works rather well in halo and cod. I just wish more developers were willing to use different mechanics in their fps games as opposed to just copying what's popular!
It's not regenerating healthy fault it's an overused mechanic!
good times. Gooooood times.Kahunaburger said:Re: Borderlands, that game did something else right with health regeneration - it tied it to mechanics other than hiding. Special mention goes to Mordecai, who heals by throwing a flaming bird in people's faces.
As it happens, I agree with Anthraxus on this one. Without health regen, every single fight is a real danger to both your short term and long term success, and strategy usually depends on planning for the future.WhyWasThat said:As it happens, that very comment was what prompted me to begin this thread - congratz!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.
As i was discussing with someone in the GR thread, having it in a game like R6 Vegas was a complete joke and UBI should be ashamed of themselves. (for more reasons than just that, might I add)
Actually, regenerating health also plays into encounter design. Without regenerating health, a developer has no clue how much health a player is going to have going into any given encounter but the first for each level.Callate said:I don't mind the mechanic itself, so much as the kind of gameplay design it enables and promotes. I can make a game where the player has a certain amount of ability to judge the risks he/she wants to take, the pace at which he/she wants to address the challenges, the resources he/she wants to expend getting from point A to point B... or I can have the player spend the majority of their time in combat waiting behind a wall, either to heal, or for the stupid bad guys to stick their head out so they can be shot off.
If I'm trying to squeeze out 'x' number of hours of gameplay with a limited art assets and time to design levels, which prospect am I more likely to embrace?
Admittedly, "cower behind cover" gunfights are somewhat more realistic from what I understand of real-world gunfights, but this may be one case where verisimilitude should take a back seat.
Well, certain games don't have automatically regenerating health, but ensure that the player has full health at certain locations. So, in these games, your "encounters" could simply be defined as the area between two health stations, (by which I mean a point at which you're ensured to have full health, not necessarily a thing that requires player involvement) which not only allows devs to estimate/know how much health you have, but gives them much more control over the range of size and difficulty of these encounters.Elamdri said:Actually, regenerating health also plays into encounter design. Without regenerating health, a developer has no clue how much health a player is going to have going into any given encounter but the first for each level.Callate said:I don't mind the mechanic itself, so much as the kind of gameplay design it enables and promotes. I can make a game where the player has a certain amount of ability to judge the risks he/she wants to take, the pace at which he/she wants to address the challenges, the resources he/she wants to expend getting from point A to point B... or I can have the player spend the majority of their time in combat waiting behind a wall, either to heal, or for the stupid bad guys to stick their head out so they can be shot off.
If I'm trying to squeeze out 'x' number of hours of gameplay with a limited art assets and time to design levels, which prospect am I more likely to embrace?
Admittedly, "cower behind cover" gunfights are somewhat more realistic from what I understand of real-world gunfights, but this may be one case where verisimilitude should take a back seat.
With regenerating health, a developer knows that all players will go into every encounter with full health, thus removing a variable, and therefore making it easier to tune each encounter's difficulty.
Some time ago I played a shooter called Singularity. And it all came back to me. Regenerating health is an abomination. There is no logical reason health should regenerate (other than shields, or that the protagonist is a freaking x-man) and it destroys the immersion. Good immersion will lead to a better gaming experience. Which is what everyone wants I'd think.WhyWasThat said:I personally prefer my health to recover rather than scramble about looking for med-packs. Plus, with non-health regen there's always the Halo nightmare scenario of being stuck at a checkpoint, hordes of nasties bearing down on you, no health packs in sight... and 1% health remaining.
Regen health avoids all of that unpleasantness.
I fail to see how non-regenerating health would make me cower behind cover less. I would think quite the opposite.Callate said:I don't mind the mechanic itself, so much as the kind of gameplay design it enables and promotes. I can make a game where the player has a certain amount of ability to judge the risks he/she wants to take, the pace at which he/she wants to address the challenges, the resources he/she wants to expend getting from point A to point B... or I can have the player spend the majority of their time in combat waiting behind a wall, either to heal, or for the stupid bad guys to stick their head out so they can be shot off.
If I'm trying to squeeze out 'x' number of hours of gameplay with limited art assets and time to design levels, or if I don't want to spend a whole lot of time jiggling the difficulty, which prospect am I more likely to embrace?
Admittedly, "cower behind cover" gunfights are somewhat more realistic from what I understand of real-world gunfights, but this may be one case where verisimilitude should take a back seat.
It happened in Call of Duty 1, which I played for the first time just a few months ago. They managed to design it fine... then again they were using mostly semi-automatic or bolt-action weapons.1080bitgamer said:In general? It just feels a bit lazy. Regenerating health can be a useful addition to some games (I actually can't imagine Call of Duty or Battlefield being designed without them)
Don't the Half-Life shields only take a certain percentage of the damage depending on what you're being shot with? It may just be another health bar but at least it's an interesting one ^_^Terminate421 said:I also love Halo: Reach's or Mass Effect 3's, shields for the first couple BS rounds and then actual health. Half Life can suck it because shields are just another health bar in that game.