The Health Bar is more realistic than Regenerating.

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Ice Car

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believer258 said:
More Fun To Compute said:
What don't I understand? This thread is about realistic health systems and I'm replying to a post about Deus Ex and STALKER being especially good examples of realistic health systems.
My point is that realistic health systems just don't exist. Realism isn't a good argument for regenerating health vs. health bars. Personally, I'd rather not have to scrounge around for health packs, but if a game has them then it's fine by me. I can understand the tension argument, though - how having to be careful and manage health is more tense than just waiting for it to refill. I find that waiting for health to refill and praying that nobody turns the corner while I'm low is a lot more tense, though.
This.
 

MarcusD357

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So what about Halo: Reach which incorporates both of these systems with its sheild regeneration with a health bar beneath?
 

imnot

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Dexiro said:
Malicious Heart said:
Regeneration is regarding as a more enjoyable experience however.
It's different but I wouldn't call it more enjoyable. Personally I find the whole health pack thing more enjoyable.
Halo reach/ODST/Ce did it well I think half and half.
 

Dango

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I'm surprised no one has mentioned Resistance: Fall of Man yet. I prefer the segmented health system that game had.
 

C95J

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yeah... none of them are realistic, and it is just a game.

Who cares anyway! health regeneration is better in my opinion, but I don't mind a health bar as well.

It depends which game it is, and which one would work better as well, think about it.

And to some everything up:
9_6 said:
And not a single shit was given this day.
 

The Sandvich

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Honestly, I couldn't give a damn if it's more "realistic". I'll go with the more fun option every time. I'm tired of temporarily halting my epic battle with aliens/nazis/zombies because I have to look around for health packs in bathtubs

And I actually consider both of them equally unrealistic. You can't heal battle wounds simply by not getting hit or touching some box with a plus symbol on it. I think it depends on how the game mechanics are set up. For example, Team Fortress 2 would be terrible with regenerating health system, and Halo would be awful with a health pack system (strictly health packs without any regenerating health, I mean)
 

Mikeyfell

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Soviet Heavy said:
Realism in games is over rated especially with the regenerating health nonsense

I guess it would work in something like Halo Reach where you are waring power armor with a shield

so while you're getting shot your shield goes down than once that's gone you're armor is getting hit. once your armor gets penetrated you die...I guess

If you want a game with the most realistic damage system I've ever seen in a game play Limbo
 

Sikachu

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Malicious Heart said:
Dexiro said:
Malicious Heart said:
Regeneration is regarding as a more enjoyable experience however.
It's different but I wouldn't call it more enjoyable. Personally I find the whole health pack thing more enjoyable.
The industry seems to think otherwise it seems.
The industry also seems to think that Farmville is enjoyable. And that paying more money for bits of games that got held back so they could be sold later is enjoyable. And that getting screwed in your out-hole by aggressive DRM is enjoyable. The industry sure does think a lot of things.
 

Cat of Doom

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Games should follow operation falshpoint dragon riseings example.

Insted of a health bar your given more of a "Blood Bar" you get hit and you start to bleed out. Your bar lowers until you bandage your wounds, then the bleeding stops, but your bar dosnt regenarate until you are able to gain full medical attention.

Im not saying this is for all games but it is good for shooters wanting to be more realistic.
Flashpoint was a extreamly underated game.
 

HellbirdIV

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I like to think of Regenerating Health as realistic, not because you can take a bullet and recover, but rather as if the "low health" is a "danger indicator", showing how close you've gotten to being hit (with bullets flying all around, maybe one grazing your skin or impacting your clothes/armor) and the eventual killing shot being the only "real" hit.
 

Tzfanya

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Robyrt said:
Health bars also add the wrong kind of drama to a situation: where you have 5% health and the next wave of enemies is now utterly beyond your abilities. God of War sneakily gets around this by granting you free health every time you die, but new players will still become deeply frustrated.
Get slaughtered, start again, get better. If the game is well made, there shouldn't be any frustration: the trick is to make the challenge, and overcoming the challenge, enjoyable. The alternative is what we've currently got which is games that are far, far too easy because you get all your health back every five seconds.

Robyrt said:
The intended experience also matters. A cinematic, seamless-narrative style of game (like modern shooters or RPGs) doesn't want to break the flow of gameplay by having the player ransack every room for health refills, while this is just fine for God of War &co.
I'm sorry, but to me this reads as 'The difficulty has to be toned down otherwise it will spoil the movie we're trying to make'. Furthermore, it is entirely possible (as has been done for many generations of games) to have a health bar-centric game where you aren't grubbing around for health pick ups. God of War and Dante's Inferno for a start; Diablo 3 (when it finally comes out); and, in a way, all the FPS games - because you may not need health pick ups, but you still need ammo pick ups, and they work that in somehow.

Furthermore, the sorts of games that have health regen seem to be a pretty bland bunch when considering their stories (or gameplay, for that matter). I'd much sooner have a game that's actually difficult than bothers with an involved storyline (if I can get both I'm happy - thank you Arkham Asylum - but if I have to choose I'll pick difficulty first any day - here's looking at you, Demon's Souls).
 

The Sandvich

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Most games don't portray losing health realistically. Not because they can't, but because they don't want to. If you were to take 2 or 3 bullets in real life, you'd have to be taken out of battle and take days laying down and waiting for the wounds to heal. Sounds like fun, huh?
 

Ironic Pirate

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Malicious Heart said:
Dexiro said:
Malicious Heart said:
Regeneration is regarding as a more enjoyable experience however.
It's different but I wouldn't call it more enjoyable. Personally I find the whole health pack thing more enjoyable.
The industry seems to think otherwise it seems.
And the majority of the game buying population that the industry makes games for.
 

RuralGamer

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Three examples of games I felt did the health system really well; any of the Stalker games and Farcry 2 (even though that game was pretty mediocre in my books) and Battlefield Bad Company (singleplayer specifically).

Stalker;
You get shot, lose health, possibly start bleeding.
You get hit by a mutant or flying object (other than bullets), lose health, possibly start bleeding.
You walk into an anomaly, fall from a height or anything else potentially damaging... you lose health.
Unless you are carrying an artefact which regenerates health for you or are wearing armour that has some form of life support which does the same, you do not regenerate health. Added to that you can start bleeding after being hit, which, if left untreated will kill you; some mutants and weapons can cause such bad injuries that you bleed rapidly, meaning unless you apply bandages, you will die in a few seconds. Artefacts and armour that regenerate health rarely come without strings attached; most artefacts pump out pretty bad radiation and the armour usually has penalties; i.e you can't get another kind of modification for the armour.

Farcry 2; your health bar is divided into segments; within a segment, your health will regenerate to the top of the segment, but no further, forcing you to use a syrette (the game's equivalent of a health pack), which you aren't allowed to carry that many of. If your health goes into the final segement, you start bleeding out unless you get into cover and rather graphically fix the issue; I was playing multiplayer and when I did that, the character started pulling out broken teeth and I was like "bleeeeeeeeuuuuuuuugh! In fact, pretty much all the animations are nasty, but that was the one that freaked me out the most.

Battlefield Bad Company;
The Good
You carry a hypodermic needle called the auto-injector
It has infinite uses

The Bad
It has a cool-down between uses

The very bad
You will get shot a lot (unless you're paranoidly careful)
Only the assault class gets it in multiplayer (and you have to unlock it first)

Your health doesn't regenerate at all, so in singleplayer you have to use the auto-injector and in multiplayer, you have to be assault and use it, be support and use a health crate or go to a support class and get him to heal you.

All three of these work and force you to conserve the use of healing items, especially considering how easy you can die in all three on moderate or higher difficulty.

Can't deny though that CoD's 'jam on your face' system doesn't work though... of all the health regeneration systems, its probably the best IMO. I always felt that RSV2 didn't need one, considering you practically died instantly anyway.
 

Nabohs

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I think it would really depend on how many health packs are available within the level and if the packs are regenerated after you die and restart
 

RickVH

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My2Cents:

I prefer health bars over regeneration in any game. Maybe it is nostalgia but I get the feeling that game these days (OMG I sound old) use regeneration too much. There is less of a penalty on 'not playing the game the right way' (long excuse sentence for saying 'sucking').

Give me games that challenge me to replay ... scratch that ... retry a certain part of a level when I mess it up. Instead of letting me hide behind a corner until the red edges on the screen go away.
 

Soviet Heavy

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Dango said:
I'm surprised no one has mentioned Resistance: Fall of Man yet. I prefer the segmented health system that game had.
I actually liked that as well. Of course, the healing was justified by the bacteria jugs of magic sauce.