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GR Showdown: Does Red-Out Regenerating Health Hurt First-Person Shooters?

Posted on Friday, March 15 @ 18:00:00 Eastern by GR_Staff


GR Showdown pits the Game Revolution staff against each other in a passionate debate on a particular hot-button gaming topic. Our self-imposed rules? There is no middle groundall must take a side. All debates will have an equal number of representative on both sides: either 1-on-1 or 2-on-2 . And all our arguments must be made in 350 words or fewer (500 or fewer, if it's one-on-one). Which side are YOU on?

This Week's Topic: Does Red-Out Regenerating Health Hurt First-Person Shooters?


Nick Tan - YES: Accessibility generally comes at the cost of poorer game design, and nothing says this more than red-out regenerating health. Ah, yes, the lesser cousin of quick-saving. Where do I even start?

For first-person shooters that attempt to be "realistic", even in a graphical sense, red-out regenerating health doesn't make conceptual sense. It's understandable if the main character is a cyborg, has a power suit, or is Wolverine, but for humans in Call of Duty, it blatantly conflicts. People have just ignored it so long that they've become comfortable with the inconsistency. They "just don't care" because it's convenient. It's junk gaming.

Health systems will never be fully realistic, let's set that straight. Walking over a box with a plus sign will not save you. But regenerating health makes gameplay boring. It's an issue of tension, or lack thereof.

Old-school FPS veterans remember the times they survived an entire level with but a sliver of health—not much in gaming is as thrilling as that. But regenerating health, even shields, takes all of that away. It effectively reduces all level design to ducking behind conveniently placed cover and chasing checkpoints—inching toward the next spawn point on the skilllful basis of dumb luck.

Though regenerating health makes single-player campaigns easier, hardly anyone would compare them to those of better shooters that are well-paced, lengthy, and mechanically interesting. What happened to long-term risk and reward? Are we so impatient that we need our games to be too?

Limited regenerating health/shields may be a workable compromise, but full regenerating health is essentially hand-holding. It allows players to be sloppy whenever a low grunt comes around because it can't penetrate your shields anyway. They make campaigns forgettable and utterly disposable, a fact which certain publishers love because it lowers the standard for making a copy and paste job every damn year—all in the name for a buck, a quick fix, and screens with fuzzy borders.

(Note: I don't care if you find holes in my arguments. I'll just hide in a corner and in five seconds I'll be just fine.)
 


Anthony Severino - NO: As a game reviewer, I absolutely love regenerating health. With deadlines looming and a distinct lack of time, regenerating health has saved my ass in more ways than one. Maybe I missed an important health pick-up, or my inventory is low and I have a hunch a boss encounter or epic battle is approaching—I don’t want to have to replay an area again and again just to move on. I'd rather duck into cover, wait a bit, and jump right back in, guns-a-blazing.

Even aside from reviews, I just don’t have time like I used to and when I die repeatedly in games, I get frustrated. I want to keep moving right along and enjoy the experience. Regenerating health ensures that I can do that. I do welcome a good challenge, but I think if a game is designed well, it can be challenging without being frustrating and forcing me to replay the same battle 30 times. It doesn’t just kill my character—it kills my enjoyment.

Do I think that it make a game easier than if it didn’t have regenerating health and you had to rely on inventory or random health pickups found around the map? To a point, yes. But I also think it makes the game more accessible for newcomers or casuals. And let’s face it, the most popular genre out there today is the first-person shooter genre. The last thing developers want to do is alienate the people picking up their game or franchise for the first time. They know if they make it accessible and someone enjoys the game, they’re likely hooked and will buy the next annual rehash, and the next, and the next...

Oh, and I don't necessarily love the red-out—I much prefer grayscale, as I feel that might be a more realistic sensation of life slipping away from you. But like Nick said, there's no true realism when dealing with health in video games.

It works for me, and frankly, that’s how I form my opinion. Maybe I'm just old and cranky and don't have the time to spare. I can, however, see why Nick, Alex, and others are against it. Daniel, back me up here.


Alex Osborn - YES: Oddly enough, I don't disagree with you all that much, Anthony. There are, however, two small distinctions that put me on the other side of the fence; the first of which is the "red-out" aspect.

Like you, I all-too-often get frustrated when trying to make my way through a review, only to get hung up on a particular section because I keep dying. Believe it or not, regenerating health isn't always enough to help me through these particular circumstances, as often times a heavy firefight will leave my vision obscured to the point of infuriating ridiculousness. If I'm struggling through a section and am practically dead, why make it harder by reducing my vision? Are the developers trying to get me to rage quit?

If anything, wouldn't it make more sense to give the player some sort of adrenaline boost or sense of heightened awareness? After all, wouldn't someone with their back against the wall, who's fighting for their life, be all the more desperate and thus more threatening? Plus, does obscuring the player's vision make the experience any more fun? If not, it shouldn't be in the game.

Then there's the distinction between recharging shields and recharging health. While the image above perfectly illustrates my issue with the red-out filters in Halo 3: ODST, I do appreciate the series' approach to health. In a game like Uncharted, regenerating health is absolutely asinine, as that requires some serious suspension of disbelief. Halo works around this by providing the player with a regenerating shield, which is far more believable because the player is a super-soldier fully clad in high-tech armor. The Halo games have jumped between having an actual health bar in addition to the shield bar and having just a shield bar, but either way, it is far easier for my logic-filled mind to swallow.


Daniel Bischoff - NO: Ultimately, the decision a developer makes about regenerating health will be based on the end-user, not a bunch of critics in their dank, underground compound. The industry is unequivocally trending towards regenerating health in its biggest budget, most profitable franchises. This isn't so much a debate for Nick and Alex as it is a last-grasp at a classic gaming mechanic.

That's all health is. I'm arguing that regenerating health doesn't hurt first-person shooters (or any genre really), because when the rest of the game is balanced for it, the player can still have fun, still be challenged, and still feel like there's a compelling threat in front of them.

Let's take Mass Effect 3 and Halo 4, for example, loved by Nick and Alex respectively. Did regenerating health break these experiences? Of course not! Did it honestly detract from your enjoyment in the moment? The 4.5 (the highest grade on the Nick Tan scale) and 5 star reviews (respectively) certainly suggest not.

Regenerating health may feel threatening to old-school gamers accustomed to extreme challenge and explicit stats, but it's a natural extension of the way modern video games expand the audience and help the industry grow. Ease-of-use and streamlining isn't a thread to your sensitive hardcore gamer ego if the experience is still entertaining.

Tags:   GR Showdown

Comments
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: Mar 15th, 2013 at 6:17 pm
    I think it depends on what you want from your gaming. If you want to be entertained, then there isn't necessarily a problem with regenerating health. You get to fly through a level, guns blazing, and have fun. If, however, you're seeking the feeling of accomplishment you get when you finally succeed at something challenging (and perhaps that's how you are in fact entertained) then regenerating health is obviously problematic, as it diminishes the challenge. Seems like a perspective thing to me.
  • sli
    sli

    Joined: Mar 2012
    Posted: Mar 18th, 2013 at 3:28 am
    Absolutely. Gaming is about having fun. (And escapism.) (Or artistic appreciation.)
  • 213EDD
    213EDD

    Joined: Sep 2007
    Posted: Mar 15th, 2013 at 6:24 pm
    Ask Cliffy B
  • Anthony_Severino
    Anthony_Severino

    Joined: Oct 2010
    Posted: Mar 16th, 2013 at 6:23 am
    I guess that's a dig at the article from the other night. Just wait and see. I guarantee he has some involvement.
  • 213EDD
    213EDD

    Joined: Sep 2007
    Posted: Mar 16th, 2013 at 10:53 am
    Actually it is more towards the whole Gears of War title. That game is literally the most satirical exaggeration of the Red-Out Regenerating Health method used in gaming. I won't bring up example its rather self-explanatory. However It is a double entendre so, to each his own.
  • sli
    sli

    Joined: Mar 2012
    Posted: Mar 18th, 2013 at 3:33 am
    I think my first experience with regenerating health (not shields) was Gears 1, after making the jump to the newer generation (from Dreamcast). Did they have such systems in the Dreamcast/PS2/XBOX days?
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Mar 15th, 2013 at 6:29 pm
    It's no coincidence that the rise of regenerating red-jelly health came with the second wave of console shooters. It's also no coincidence that the second wave came in the seventh generation. The seventh generation (2005-2013) has been marked by casualization, oversimplification and robbery of player agency in the name of cinematic presentation.

    "Health systems will never be fully realistic, let's set that straight."

    Rebuttal: Virtual Battle Space and ARMA 2 running ACE2

    "Ease-of-use and streamlining isn't a thread to your sensitive hardcore gamer ego if the experience is still entertaining."

    If challenge, and the context and nature of the challenge, is the core source of enjoyment (like Dark Souls) on a mechanical level it then follows that it may not be a threat to their ego but it is certainly no longer entertaining to them as crave it. A significant chunk of the S.T.A.L.K.E.R. trilogy's appeal is that it is far harder than any console FPS is or will ever dare to be.

    But this might all miss the fundamental nut. It's possible the real reason regenerating health exists (alongside other features popularized by Call of Duty) is to gain more perfect control over player movement. Regenerating health also allows (as Cameron Rodgers noted) developers to skip over health pack placement and, thereby, clip the entire issue from testing.
  • LawnGnome
    LawnGnome

    Joined: Apr 2007
    Posted: Mar 15th, 2013 at 7:03 pm
    It might hurt single-player shooters, but anyone who doesn't like regenerating health in multiplayer probably doesn't know what it's like when someone camps the health packs.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Mar 15th, 2013 at 10:04 pm
    Remember your douchebag buddy who camped the body armour in Goldeneye?!

    He was best friends with the douche who said "No gun!" while karate chopping the wall and pulled out his RCP-90 when you turned around.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Mar 16th, 2013 at 6:38 am
    What if the game has neither? Besides, there are server-side tools sophisticated enough to detect spawn-camping and punish players for it.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:53 am
    If there are I've never EVER seen them in use....

    Oh do you mean server admins? Yeah those guys are tools :P
  • cheesegod99
    cheesegod99

    Joined: Jun 2007
    Posted: Mar 15th, 2013 at 7:05 pm
    I think that it totally destroys realism. It kind of made sense in Halo (shields!) but in the COD series it really doesn't. The only game that did health right in my opinion was MGS3. But then again, I'm a bit biased. I wouldn't have a job if people could just sit down for a few minutes after they got hurt!
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:54 am
    Are you an EMT? Surgeon? What?! I need to know now.

    Some of you commenters have interesting jobs. One guy worked on an oil rig iirc.
  • cheesegod99
    cheesegod99

    Joined: Jun 2007
    Posted: Mar 16th, 2013 at 11:39 pm
    I'm an ER doc.
  • Bras
    Bras

    Joined: Jul 2008
    Posted: Mar 15th, 2013 at 8:05 pm
    I say YES. I rather die a painful death for my incompetence than live and still be a n00b.
  • lastchance01
    lastchance01

    Joined: Oct 2012
    Posted: Mar 15th, 2013 at 8:08 pm
    The only part that maters to me is if the reasoning is at least somehow explained within the game's story. Mass effect does great at giving the full reason for regeneration in its combat, but games like COD where it just....happens? Meh
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Mar 16th, 2013 at 6:52 am
    That's a big leg of the issue. Poorly thought out combinations of mechanics and world-building. There is no in-universe justification for regenerating health in Call of Duty or level scaling in Oblivion or Final Fantasy VIII or the magical power of health packs in non-fantasy or science fiction FPSes or the sudden reimplementation of limited ammo in Mass Effect 2 and 3. It's just there. It's a contrivance tacked on to make level and encounter design more manageable. Attempts to justify it are feeble.
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 15th, 2013 at 8:13 pm
    Blame Bungie, they invented it.
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 15th, 2013 at 8:14 pm
    Here's another thought for a GR Showdown: Does the Authentication Required login popup annoy the **** out of you every time you click on a GR Showdown?
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Mar 15th, 2013 at 10:07 pm
    No, I've been trying to log in as Dan so I can get him in trouble but I can't guess his ****ing password. I've already gone through all possibilities involving Red Dead, Arkham City, and beards. What else does he like?!
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:56 am
    ... O_O
    Muahahaha, you'll never guess!

    *changes password from "beardedBatman"*
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 16th, 2013 at 4:15 pm
    I was just thinking beardedbatman! It could be beardedbeard or something like ikeafurniture4life

    or 12345678
  • HorriblePerson
    HorriblePerson

    Joined: Sep 2011
    Posted: Mar 17th, 2013 at 11:05 pm
    Persona 4 Golden. Always Persona 4 Golden.
  • UghRochester
    UghRochester

    Joined: Jun 2006
    Posted: Mar 16th, 2013 at 2:52 am
    No, because I know Alex is cursed with it.
  • Anthony_Severino
    Anthony_Severino

    Joined: Oct 2010
    Posted: Mar 16th, 2013 at 6:30 am
    I believe I just fixed this. Let me know here if the problem is still happening. As an admin user myself, I can't see it. Although I do know what's causing it and will make sure it doesn't happen in the future.

    We have a weird URL and hyperlinking structure, so sometimes the site confuses what's coming from the admin end, and what's coming from the user end of things. When we post our avatars from the admin side of things, it causes this. I learned the hard way by having my forum account do this for months before I finally realized the issue.
  • UghRochester
    UghRochester

    Joined: Jun 2006
    Posted: Mar 16th, 2013 at 4:50 pm
    You're a genius. Perhaps, MattAY would add this info to his sprite comic whenever he does another part.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Mar 15th, 2013 at 8:35 pm
    I find games that rely on regenerating health to be more difficult than ones that use health packs or similar pickups. With limited health items, you are SOL if you get stuck at a part where you have none left or the items are spread too far apart. I think when people hate regenerating health, they assume ALL players are tempted to just sit in a corner and wait till they are fully healed. Some games have health regenerate so slow that your're better off just progressing and dealing with it. At other times, you really don't have time to sit down and auto heal when you get swarmed.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:58 am
    I kind of agree with you on the health pickup thing. Honestly there are times where I enjoy regen health simply because it allows me to be more mobile and fast in the game. I'll play an entire level of Gears with that big red cog on my screen the whole time.
  • elmoreoocyte
    elmoreoocyte

    Joined: Apr 2012
    Posted: Mar 15th, 2013 at 8:53 pm
    I like the system in Borderlands. Growing up in the halcyon days of Konami, I remember overly strict health systems.

    Borderlands has a recharging shield, health that can only be replenished with packs (or skills) AND if you die, instead of starting from the last checkpoint, you get an opportunity to use something along the lines of an adrenaline rush and "fight for your life."

    I agree that regenerating health in COD is stupid. I also agree that red-screen is dumb (but nowhere near as bad as the shaky-screen of 007 Goldeneye).

    I feel like a more realistic portrayal of someone fading out of life would be tunnel vision, since that's what happens as you lose blood-flow to the brain.
  • TheJx4
    TheJx4

    Joined: Jun 2011
    Posted: Mar 15th, 2013 at 9:03 pm
    It's stupid in CoD? You wouldn't even be able to finish the game without it.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Mar 16th, 2013 at 7:01 am
    It doesn't make any damn sense. There isn't even the pretense of offering a justification for it. It's there because it's easier for designers than health pack placement and distribution. It makes it possible to resort to some truly degenerate standbys such as infinitely respawning enemies, instant kill zones, and conveniently placed chest high walls. These allow designers to manipulate the player into obeying implied instructions and moving and standing still just where and when they want them to. In the process the experience loses fidelity. It begins to fall apart and a few free thoughts at the wrong moment will shatter the illusion the game works hard to create. Doom more successfully suspends disbelief, with its 2D sprites and midi soundtrack, than most modern first person shooters.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Mar 16th, 2013 at 8:59 am
    If you're going to pick games apart for Regenerating health is a gameplay mechanic that changes how a player approaches the game -- some people like it and some people dont, But youll have to post a link to an article where a CoD dev says they just use it because they're too lazy to figure out health pack spots before I beleive that's anything but vague speculation.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Mar 16th, 2013 at 9:00 am
    And ignore that first line, carry over from another post
  • TheJx4
    TheJx4

    Joined: Jun 2011
    Posted: Mar 16th, 2013 at 9:28 am
    Go play MoH: Frontlines and then play MW3. Would you survive in MW3, if you had the health system from Frontlines?
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Mar 16th, 2013 at 10:44 am
    Chunibrow, I don't have to do that. It's intuitively obvious. Health pack placement is an involved process. A certain amount of testing is necessary to get the balance right for each difficulty. In a game with four difficulty settings this means four rounds of playtesting for every single map on top of QA. Regenerating health eliminates all of that. Given that the first CoD game to implement it was CoD 2 and Infinity Ward was more than a little unhappy about working on the game at all it stands to reason that something which would allow them to finish the project faster would get a favored look at the design phase. They wanted to make Modern Warfare after the first one and a third game, which will never see the light of day, Future Warfare. That was the original blueprint for the series. CoD 2 handily outsold CoD 1 even though it was markedly inferior to it and United Offensive. Then Modern Warfare sold like hot cakes so they were obliged by their publisher to make two more games in the same vein. Future Warfare never got made.
  • SolidSevchinko78
    SolidSevchinko78

    Joined: Jun 2012
    Posted: Mar 15th, 2013 at 9:03 pm
    I hate having to scramble to look for a health pack when my health is low. Eventhough its unrealistic I like knowing that when my health is low I can duck behind cover and give it time to recover.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Mar 15th, 2013 at 10:01 pm
    I think regenerating health is the proper evolution of the health system. Instead of punishing you for taking too much cumulative damage, you're punished for taking too much damage at once, which is less realistic but makes for better gameplay. If you can't find cover/kill your enemy fast enough, you die. Fair deal.

    Same goes for a multiplayer. You shouldn't be punished after a close 1 on 1 gun battle by running around with 1% health till you easily get killed. You guard your area till you are 100%, then you're good to go for an even battle the next time you encounter someone.
  • zanzibarmcfate
    zanzibarmcfate

    Joined: Oct 2011
    Posted: Mar 15th, 2013 at 10:08 pm
    If a game is going to have regenerating health, then it should only warn the player and gray out the screen after getting hit 5-6 times. I'm playing Spec Ops: The Line right now, and I get annoyed when I have to duck for cover because my screen is distractingly gray after getting hit with maybe 2-3 bullets. It interrupts the combat flow considerably. Yes, my ideal system would make me even more of a superman character, but it's not like it would be completely unrealistic compared to the magical healing humans we play as right now.

    I'd be okay with health packs if they were implemented consistently, meaning that every game utilizing them should place them before and maybe after big firefights and not in some side room easily missed in between long stretches of checkpoint locations.
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 15th, 2013 at 10:20 pm
    Honestly, health packs are archaic. I remember when I played an old Call of Duty and I had to find health packs, it's just annoying and distracts from the experience. Games like Gears of War and Halo is the health regen right. I think it's just popular to hate on something like this, as is popular to hate on popular stuff.
  • holonic
    holonic

    Joined: Mar 2008
    Posted: Mar 15th, 2013 at 10:56 pm
    "As a game reviewer, I absolutely love regenerating health. With deadlines looming and a distinct lack of time, regenerating health has saved my ass"

    Haah... Why are you reviewing games if you suck at them?

    Nick pretty much hit the nail on the head. At it's worst it's a cheap mechanic to dumb down and streamline the design: placing checkpoints and dropping pieces of cover are faster and easier than finding sensible spots for health pickups.
    It helps to make sure even the drunkest of DUDEBRO players (or busy bee journalists) can make it through the game.

    With multiplayer it keeps the game moving fast. Not necessarily a bad thing depending on what you enjoy.

    Having to coordinate to keeping your medic alive, or control the best weapon and health spawns is a much more fun and rewarding experience than hiding in a corner for 5 seconds.
    But I'm part of a small minority these days I guess.
  • Anthony_Severino
    Anthony_Severino

    Joined: Oct 2010
    Posted: Mar 16th, 2013 at 6:34 am
    "Why are you reviewing games if you suck at them?"

    I've encountered this comment before, and it annoys the **** out of me. I'm one of the only few reviewers to complete the Trial of Archemedes in God of War: Ascension before it was patched for being too difficult. I certainly don't suck at games, I just don't have as much time for trial and error given some of the deadlines and my workload.

    Games as a career sounds a lot more fun than it is. I can't tell you the last time I truly enjoyed a game for myself instead of as a critic. I put personal enjoyment aside in every game I play to properly judge it as a critic. Because of that, I rarely enjoy games like I remember enjoying them. Now imagine that then dying even ten times in a row at the same spot when you have to finish three more hours of single player, player at least five solid hours of multiplayer, all to meet an embargo, when I've got a ton of other **** to do.

    Walk a mile in my shoes.
  • Anthony_Severino
    Anthony_Severino

    Joined: Oct 2010
    Posted: Mar 16th, 2013 at 6:41 am
    I came back here to admit that FPS games aren't my strong suit, hence my approving of the regen health even more. Give me some puzzles, an action game, an RPG, a platformer, or even a third-person shooter, and I'll be better than most. Something about the first-person view doesn't jive with my vision. I can hack it, though. It's not like I can't play them at all. They just take a little more effort on my part.

    Give Pendulum Castle a try in New Super Mario Bros. U and then get back to me. Personally, that's one of the most difficult levels I've ever played in any video game, and anyone who can finish that is plenty good at video games. You may excel at FPS, but that stage is a *****.
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 16th, 2013 at 12:18 pm
    I can't stand trial and error either. It's not fun. As a reviewer myself (not paid :-( ) I get criticized for knocking a game that puts players through too much trial and error. A little is fine, but when I die 500 times that's a little much. Developers need to know where the line is drawn between challenge and just down right stupid.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Mar 16th, 2013 at 6:42 am
    Was it too difficult because it demanded too much or because it was poorly designed? Contrast Ninja Gaiden Black's boss fights with one from NG2 - that damn worm. If it's of the former variety the question stands. Get someone good enough to beat it. If the latter, then dock hefty points from the game for bad design.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:49 am
    True, bad design can also = difficulty, but NSMBU is pretty well designed.
  • Anthony_Severino
    Anthony_Severino

    Joined: Oct 2010
    Posted: Mar 16th, 2013 at 1:34 pm
    All of the difficulty was in the design, but that's because it was so well designed. You had to have perfect timing on every jump, every time you run, stop, etc. That level is pure genius game design IMO. I only wish more people owned Wii U's, this game, and got far enough to even play it since its a hidden extra. It's so good, and so satisfying when I finished it. One of my proudest accomplishments. Took at least fifty or more tries, but every death was my own fault, and I could clearly see what was needed to pull it off. The timing was just so damn difficult and the margin for error so small.
  • soumyajyoti
    soumyajyoti

    Joined: Nov 2012
    Posted: Mar 16th, 2013 at 1:26 am
    i really hate regenerating health. that said, in some games it is necessary and it is okay if the character is an cyborg or has a special suit.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:47 am
    I agree, explaining the mechanic in the fiction makes it a lot easier to swallow.
  • UghRochester
    UghRochester

    Joined: Jun 2006
    Posted: Mar 16th, 2013 at 2:54 am
    I would love to see Call of Duty without it.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 9:46 am
    Haha, I don't know if I can imagine a Call of Duty game without regen health.
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 16th, 2013 at 12:18 pm
    Call of Duty had health packs before Modern Warfare...or are you talking about recent CoD?
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 16th, 2013 at 1:50 pm
    Recent. I can't imagine the series going backward like that when they've made so much money pushing the trend forward.
  • UghRochester
    UghRochester

    Joined: Jun 2006
    Posted: Mar 16th, 2013 at 4:52 pm
    Yes, recent.
  • moretokes
    moretokes

    Joined: Apr 2011
    Posted: Mar 17th, 2013 at 7:39 am
    Cod 2 didnt have health packs
  • Barth_Vader
    Barth_Vader

    Joined: Nov 2005
    Posted: Mar 16th, 2013 at 12:38 pm
    bunch of god damned casuals
  • Master_Craig
    Master_Craig

    Joined: Jul 2006
    Posted: Mar 17th, 2013 at 4:14 pm
    Interesting debate and interesting points, there's no real "right" or "wrong" answer but both sides of the argument do raise valid points.

    I remember once reading in a gaming magazine about this issue, regarding health packs and regenerative health. The article was interviewing soldiers of the Australian army and their thoughts on games (especially first person shooters) trying to be "realistic". They flat out said that regardless of regenerative health or health packs, they're unrealistic, as they suggested in reality if you're shot, you're shot, you may be down, maybe not dead but you will probably go down. I know that's a bit irrelevant of me to point out, but just saying. :P

    Personally I think it depends on the game. With CoD, I think the regenerative health works because CoD is a very fast paced and frantic game. Even with regenerative health, you can still die very quickly and will die often. Mass Effect may have regenerative shields, but if I remember right health needs to be restored with medigel or a first aid skill. For Mass Effect, that works well too.

    I can understand why regenerative health exists in games. Like Eidos mentioned with Deus Ex: Human Revolution, they felt the idea of health packs take away progression and pacing in the game, as players left crippled may spend their time looking for a health pack to save themselves, or perhaps screwing themselves over by accident by saving a file with no health or something. On the other hand, I do understand how regenerative health is completely unrealistic and seems "easy". Get completely trashed, just hide behind a wall for a few seconds and you'll be fine.

    Interesting debate...

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