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?
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?




