whats more realistic?

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Xavisam

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Dec 2, 2010
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What do you think is more realistic: health bars or regenerating health? and why if you care to explain

EDIT: Can we establish that neither are very realistic ? , that was a error on my part.
But please continue this is a enthralling forum if I may say so.
 

AvsJoe

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May 28, 2009
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Neither are realistic. The closest a game came to realism was Bushido Blade for the PS1. It was a 1 on 1 sword-fighting game where most sword hits were either lethal or they injured/disabled arms and legs.
 

SilverIntoSteel

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Feb 10, 2011
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Indeed, both aren't supposed to be anything like real. Regenerating health doesn't appeal to me though, I grew up with health bars, so having to duck away for 5/10 seconds to get all your health back feels like cheating.
 

TheComedown

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Aug 24, 2009
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Health bars, you ain't gonna get better by hiding behind a wall, but some bandages and such from a med kit will certainly do some good.
 

Xavisam

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Dec 2, 2010
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personally I'm completely stumped by this question

to me they seems equally realistic /unrealistic
(however you like to see it)

can anyone persuade me otherwise?
 

Ravison

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Feb 9, 2011
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Neither's particularly realistic. You get shot, you go to the hospital and get patched up in between missions. Also, realistically speaking, you'd have to make it so that the controls got more difficult the more badly injured you were, and the longer you were losing blood.

The thing about video games and real life that makes the kind of things you do single player hard is that it's a lot easier to get shot when things are actually shooting you, as opposed to everything being scripted to miss.
 

Jordi

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Jun 6, 2009
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I don't see how the two are somehow mutually exclusive. With regenerating health systems you also have a health bar (or at least a score, if the bar is invisible). Am I correct in assuming that what you really mean to ask is if it is more realistic to automatically heal over time, or to heal by using medkits/potions/etc.?

I think it's a little hard to say. It depends on the game. Full recovery isn't realistic to begin with. I think you might heal a little bit automatically, and maybe a little bit more from using bandages/medicine. I guess I'd have to go with health bars, but a combination would be best (like in The Chronicles of Riddick where you have a number of health bars and only your "current" one regenerates automatically, while you can only restore the rest with medpacks).

And about visible bars: I do see that not having a lot of interface on the screen can improve immersion, but I would also think that in real life you'd probably have a reasonably good idea of what is wrong with you, so a detailed measurement of your health doesn't seem unrealistic if you look at it like that.
 

TiefBlau

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Apr 16, 2009
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I would consider neither to be very realistic at all. They're both pretty far-out in terms of what actually happens in reality.

What it really comes down to between the two is the style of gameplay, rather than what actually goes on in real life. If you're a game like Call of Duty, in which you don't want to interrupt gameplay to have someone scrounging about for medical items sprinkled around the field, regenerative health is an excellent and unintrusive way to have people manage their health.

In a game like Left4Dead though, where scavenging is a central part of gameplay, medkit away.
 

Xavisam

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Dec 2, 2010
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The best solution for me (ironically enough) was a ,kinda ,hybrid of both in Farcry 2. Where you had 5 health bars which would regenerate if not completely depleted, which meant everytime you lost a health bar 1/5 of your totall heatlh capacity was lost until you used a stimpack.

this is rather hard to admit because I found farcry 2 rubbish, but i though the health system was at least innovative.
 

Retardinator

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Jordi said:
like in The Chronicles of Riddick where you have a number of health bars and only your "current" one regenerates automatically, while you can only restore the rest with medpacks.
I'd just like to say that this idea is the best of both worlds, and that I'd like to see more games using it. Only ones I can recall are Assassin's Creed (1 or 2?) and Far Cry 2.
 

Pandaman1911

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Jan 3, 2011
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They're both unrealistic. In COD, if you take a bullet, you crouch behind cover and wait for blood to fall off your face. In the old Medal of Honor games, if you took a bullet, you kept right on going because it didn't matter. Hell, depending on the difficulty, you could take entire magazines and not eat it.
In real life, if you take a bullet, you're down on the ground in pain, or dead, depending on where it hit you. It's not about realism, it's about fun. And if I get topped by getting shot in the chest with a handgun, then that game is no longer fun.
 

Illesdan

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Sep 15, 2008
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Both are unrealistic, but here's the rub; would you rather regen/gain bars or get shot up and have to run to a hospital before you die? In some cases, you could be making so many trips, it would be annoying as hell.

There is an MMO [Perfect World International] that when your life/mana goes down, if you don't have the potions to replenish yourself, you have to sit your character out of action FOR A VERY LONG TIME. Seriously, I'm a level 36 blademaster, and if I spend all my mana and almost die, resting at my level takes up to 8-10 minutes for everything to come back. It's crazy. I rarely play that particular game anymore.

A game a friend of mine and I wish someone would come out with is a game that would delete your character permanently if you did too many stupid things to get yourself killed within a short amount of time. On your fourth trip to the hospital, if you tried to leave, the nurses and doctors would try to stop you, and if they overpowered you, you got sedated and couldn't play that character until you were fully healed. If you made it past them and got yourself killed without having fully rested and repaired yourself, the game would tell you that your characters' injuries were too severe to survive, and he/she has died.

It sounds rather mean-spirited on the surface, but I've played so many MMO's where some retard aggroed everything and got himself and others killed, that I think a little 'divine retribution' is in order.
 

psivamp

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Xavisam said:
The best solution for me (ironically enough) was a ,kinda ,hybrid of both in Farcry 2. Where you had 5 health bars which would regenerate if not completely depleted, which meant everytime you lost a health bar 1/5 of your totall heatlh capacity was lost until you used a stimpack.

this is rather hard to admit because I found farcry 2 rubbish, but i though the health system was at least innovative.
The game was terrible, but the health system was interesting -- someone else pointed out Riddick which is similar, except that in Farcry 2 your last health bar would bleed out if you didn't sit down for a second and bandage yourself/dig a bullet out with a Leatherman. Seriously, the enemies can see you through 20 yards of thick brush and an AS-50 rifle turns to rust in about 15 shots. The AS-50 was developed with the SEALS in mind, it's designed specifically to take a bit of a beating...

OT: They're both unrealistic, but have their place as game mechanics. Again, someone pointed out Bushido Blade as being pretty realistic and I have to agree. Also, Bushido Blade was frustrating. Fights were almost universally decided by that first contact. If you were hit, you were then at a disadvantage for the next attack.

That said, I would play a game with a similar damage modeling system [to Bushido Blade] IF the AI acted human and didn't all telepathically communicate my position and pour bullets at me. I could see a version of Hitman implementing this. As long as police tried to subdue you first instead of the immediate telepathic shoot-on-sight APB that happens in most games.
 

Xavisam

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Dec 2, 2010
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Jordi said:
I don't see how the two are somehow mutually exclusive. With regenerating health systems you also have a health bar (or at least a score, if the bar is invisible). Am I correct in assuming that what you really mean to ask is if it is more realistic to automatically heal over time, or to heal by using medkits/potions/etc.?
your assumption is correct, my friend

I know neither are very realistic, I was just speaking in generalities
 

Zaik

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Jul 20, 2009
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Neither one is remotely realistic, however I thought Resistance 1's health system was the best.

You had four(I think?) different bars that would regenerate on their own(after you got to an early part in the story) as long as they weren't completely depleted. If you completely depleted a bar, you needed a health pack type thing to get it back.

That said, as much as I liked it, it was probably just intended to transition people to the regenerating health wasteland that today is. Most likely easier for developers to balance out a game if they expect you to go into everything at full health.
 

Phishfood

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Jul 21, 2009
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I've always figured that "0hp" doesn't have to mean dead, it just means "out of the fight" so, broken arm could be 0hp. Therefore, regenerating health makes health a level of "pain" really, you get a flesh wound, it hurts but quickly you get over it. Adrenaline and all. Shots to the head and such would be your instakills.
 

Gentleman_Reptile

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Jan 25, 2010
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Honestly, I would prefer the challenge of having to find something to make myself better. Even if it's a rancid burger from an upturned bathroom bin (Oh hello Dead Rising 2).
 

Xavisam

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Dec 2, 2010
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Can we establish that neither are very realistic ? , that was a error on my part.
But please continue this is a enthralling forum if I may say so.
 

Kajt

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Feb 20, 2009
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AvsJoe said:
Neither are realistic.
Yes, but which is more realistic? Hiding behind a wall for a while or having to go look for a medkit?

Neither are really realistic, but I'd say the health bar wins.
 

Simon Pettersson

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Apr 4, 2010
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MGS 3 had the most realistic if you ask me. You had to Desinfect your wounds, take out bullets and put bandage on.
It was not perfect but it was nice :)