Sir Boss said:
If you had watched Extra Credits you'd know that regenning health has another upside, it results in better level design due to the dev team knowing exactly how much health the player will be at any given time and not having to guess...
i can't explain, just watch extra credits
... but i prefer hybrid
Despite how much I like EC, I have to disagree. Not only is health basically just another "ammo" meter, which would make that argument valid for unlimited ammo guns, I think the opposite is true:
Because the scavanging has to be fun, the levels need to be made with much greater care and attention to detail. Also, it breaks up the pacing, having intense moments of fights alternated with calm moments of finding supplies, while RH games like COD race along with a constant breakneck speed.
It gets even worse when regenerating health is paired with a chest high wall cover system, which makes games have very basic layouts of squarish rooms with those walls, where all the nice and beautiful things are either in te background or between encounters.
Also, I am generally opposing the idea that level designers should be like movie directors, pacing our game. I'm more for the notion that the game should be designed in a way that allows players to pace it themselves how they see fit.
Not to mention that by placing healthpacks, level designers can influnece and "know" (which is basically: the player has full health all the time for RH games) how much health a player has at any given point.