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Big Ideas: On healthpacks and hitpoints


Many of us play games to escape reality for a while, so we don't want to see it repeated in a game. This typically means that you get to play characters who are physically super-able: they can run for hours without tiring, absorb horrific amounts of damage without it affecting their ability to function, and expertly wield any weapon they happen to come across. This also usually means that your character inhabits a world that, when the inevitable occurs and he's so damaged as to be near death, there's always a handy magical healthpack lying around in plain sight to take care of him.

Let's say you're a developer, working on your first game. It's an adventure game, and combat is a focus. You want your players to feel empowered and tough, but you also want to avoid the standard deus ex machina of health recovery. Where do you find the balance between simple entertainment and gritty realism?



The means of managing mundane mortality are many. Wolfenstein 3D gave us the medical kit, which somehow regenerates living tissue immediately and without cost, which is fine as far as it goes. But it's about as far from reality as you can get, in a game which otherwise refrains from anything wildly outlandish. Mind you, I'm not complaining. Damage has to be dealt with somehow, and the whole thing is just a game to begin with. But I'm the kind of guy who likes a bit of consideration with my mechanics -- a little Why thrown in with the How.

So, my question truly is: Isn't the actual game just a kind of race between medkits? If you're going to negate all the damage taken anyway, why not enable full healing as a series of checkpoints instead? Let's say you incur 80% damage as you travel from Point A to Point B, where Point A is the beginning of the game, and Point B is the location of the first medkit. Why not take that statistic as an average, and build something new with that as a given?

I think what I'm visualizing would be a lot like Mirror's Edge, where it's more about running the gauntlet and avoiding damage than it is about confronting a series of enemies. I mean, medkits basically just give you the option of continuing to take out more opponents, which is the entire reason you play an FPS. Let's face it: shooting bad guys has nothing to do with health management, so whether you do or not has no effect on healing yourself. Might as well try something new, and either find a way to make the loss of health actually affect gameplay in a meaningful way, or create a game that's simply about killing your enemies wherein you take no damage. 'Cause when I'm in the zone, there's nothing more annoying than having to run around avoiding shots just so I can find that miracle cure to bring my health back up to full.


Now, one series that makes that last idea actually sort of work is Halo -- the conceit being that it's not your body's health that's being whittled down by enemy fire, but rather your powersuit's energy shields. Take too much damage, and they're down for a short period of time, during which you're very vulnerable. You can then take cover and wait it out to allow the shields to recharge. This is certainly a step up in consideration from medkits, and at least it has some internal consistency. There's finally a reason for this mechanic, and it makes narrative sense. That's really all I want from a game; to know that someone else is thinking about these things like I do.

But then on the opposite end of the spectrum we have the typical RPG, with its "hit points" measurement of a character's life, and that's a whole other kettle of fish.


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