Big Ideas: On healthpacks and hitpoints, part 2
When you Level your character, all of your statistics rise in value, including your health. You might go from 300 to 350, and that becomes the new base level. This bears almost no relation to reality at all, if you consider "health" as an approximate value between complete health and death. How can someone get more health? Either you're completely healthy or you're varying levels of wounded/sick. Again, this isn't complaining, it's an attempt to understand. I personally enjoy the process of leveling up -- the "ding", as World of Warcraft players call it -- there's a real sense of satisfaction and accomplishment that goes along with it. But it's one of those things you just have to accept with a shrug of the shoulders: a purely video game-specific contrivance.
Other game conventions are equally odd. Take, for example, any of the Zelda games, where Link will take a hit and suddenly begin to blink for a few seconds, during which time he's completely invulnerable to harm. If only this pertained to our real lives! I understand and appreciate the idea -- you've just experienced sudden trauma and need a quick breather to get your head together, sure, why not? And I can almost construct a rationalization, given the fantasy setting of the world. This convention extends to scores, of not hundreds of video games, however, and has now grown into one of those arcade staples where it's just what it is, and pay no attention to the man behind the curtain.
And on those rare occasions when a developer decides to go for it, the results are uneven. Case in point: Bushido Blade. This Playstation samurai combat game was justifiably famous/infamous for instituting a one-hit kill mechanic, which you'd think was an obvious result of a meeting between two homicidal warriors wielding sharpened pieces of metal. The problem was that while pulling off the one-hit kill was a matter of working up the required skill, your character was also vulnerable to the attack, and there are few things more frustrating than getting taken out with one hit.
Wherever your allegiance lies on the continuum of damage management, I hope we can all agree that the meta-level idea of constructing a virtual life complete with the ability to end it is kind of a kooky idea. Obviously there's no right or wrong way to do things, just "fun" and "more/less fun". Ultimately, you'll decide for yourself whether you can overlook an arbitrary-seeming mechanic for the sake of the gameplay it supports. Maybe one day we'll reach a level of sophistication with our simulated worlds that approaches our real lives, and on that day we might just discover the true meaning of life.
Reader Comments (Page 1 of 1)
this is one of the things about game design that I have thought a lot about myself.
Personally, I dug the mechanic of Bushido Blade - it gave the game a tension that is missing from something like Soul Calibur.
But in something like shooters, it can definitely be a source of frustration. Like Operation Flashpoint, which uses a very realistic damage mechanic, with only savable checkpoints. While it created a very immersive experience in many cases, it could lead to frustration as you had you ass shot off countless times and had to restart.
I think it's interesting that they forgot to mention the recent Far Cry 2 - While I thought the game was lacking in many respects, I really enjoyed their approach to health management. While mostly you use syringes (basically medkits), when your health drops too low you have to find cover and basically do a little "battlefield surgery" which ends up with you snapping bones back into place or ripping bullets from your body.
While still far from realistic, I thought it was an interesting and innovative way to handle the healing mechanic.Posted at 3:04PM on Dec 17th 2008 by rushtodeath




In the realm of the FPS genre, I strongly favour the Gears of War model for the cinematic quality its health system imbues in the game.
Even Halo's shield system had the limitation of causing overlong pauses in the action to regenerate, especially considering that you couldn't really do a partial recharge. With GoW you take cover for just a few seconds and you're ready to stick your neck out once more, even if you're not quite back at 100%.
Posted at 2:42PM on Dec 17th 2008 by paralipsis