Elamdri said:
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.
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.
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.
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.
This is because, while having regenerating health may take out the variable of health at a given time, it adds another variable; one that's much more important to determining difficulty. I call it...."health." Also known as total health, HP, allowable damage, vitality, or life.
Meanwhile, in a game with regenerating health, the player is constantly trying to break a large group of enemies up into individual encounters, and break individual encounters up into semi-encounters, and so on ad infinitum.
So no, I disagree. I don't think it plays into encounter design; it completely degrades it. Your definition of an encounter is completely arbitrary...if we were to go by it, every time you popped your head out of cover for an instant would be an "encounter."