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Original post by mittens
One of the ideas I've been tossing around doing for a while now is one where I present a given topic or mechanic in game design, get designers (professional or aspiring) to talk about it for a week or two, and then I would put together a conclusions article with aggregated responses and thoughts on all sides of the discussion.
Love the idea.
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Does this mechanic simplify action games in a good way? Is the reduction in manageable resources a boon or detriment to players? Are the hit-and-run (to cover) tactics that regenerative health systems not only encourage but often demand beneficial to most of the games that this mechanic is employed in?
On the whole I think it's a negative. It waters down gameplay, robs the player of skill building opportunities and cuts out yet another dimension in a genre that doesn't have much left to cut.
I think the most compelling argument for regenerative health is that it simplifies gameplay, which should make it easier on newbies and brings in less hardcore players. But simplicity isn't always better. What would happen, for instance, if this same mechanic was applied to ammo? Victory would be more often determined less by skill and more by the luck of the recharge. (The mods to games that do this tend to degenerate down to aim and luck, cutting out tactical planning, conservation and all the other fun skills of "the hunt.")
The search for health can be a very interesting diversion in an FPS. It can flavor encounters, making some situations more desperate or requiring stealth or diversionary tactics. It can also, as it was in Doom, be a source of meta gameplay in and of itself, requiring players to risk environmental hazards or rewarding them for quirky exploration.
What I most dislike about regenerative health is that it feels condescending. It's a dishonest way of telling me that I suck. If a game wants to kill me, I prefer that it just get it over with, rather than slow me down with lots of "wait gameplay" involving a screwed up red interface or irritating alarms. Don't coddle me when I've done a bad job. It's like giving out A's in class for attendance. How am I supposed to get better?
I am all for bringing in new players and widening a game's appeal. But to abuse an old metaphor, I think it's important to give players the stars to shoot for even if they only hit the moon.