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Original post by Dathgale Quote:
It seems to me that forcing the player to replay only the most difficult and potentially frustrating portions of the game due to death is simply a bad design decision, but one that we have not yet found a solid solution to.
Are you saying that people shouldn't have to learn anything from the games they play?
Are you saying players should?
Great idea by the way, I would love to put together, after a debate such as this, a list of short articles addressing the main points to common issues that come up in this forum. If you need any ideas for any more, just say, there are loads that I can think of.
On topic:
As with so many game design issues, if not all, it depends on the game. With a fast paced game, providing that the enemy is also on regenerative health, I think it works well. The point of a FPS game is to shoot stuff, managing health (even ammo) should be a sub-game at best. The regenerative health provides tension during the action without forcing the players in to the perfection route where they restart if they finish on less than full health.
It also makes it easier to set the difficulty right. If you know what health the player is going to be on, you know what to throw against them. Otherwise, you have to get in to the murky waters of dynamic difficulty based on the players health, or just get it plain wrong.
However, and this ties in to death mechanics which I hope we will cover at some point, a non-regen system creates a much tenser game. Also, as previous replies have said, it might force players in to trying different tactics, because they will simply die if they go for an all out run.
I think it is about getting the balance right. As with difficulty (something I hope we'll also cover in a similar debate), it needs to be punishing enough to keep the game tense, without being plain frustrating. Addressing the issue to do with waiting, one solution that I did think of was health only regenerating outside of combat, but then regenerating near instantaneously. Now, this is basically the same as having non-regenerative health but with a full heal health pack at the end of each section, only slightly more believable.
Also, I think it would be fair to say that it depends on whether it is single player or multiplayer. In most single player games, players stick on a straight forward linear path. Placing a health pack down is the same as having regenerative health in some respects; the player will either get it, having beaten the opponent without needing it and will take on new enemies on full health, or not get it because they have died.
In multiplayer however, the gameplay tends to be more dynamic, as it is in an enclosed space. This might lend itself better to non-regenerative health – forcing the player to find health packs, playing more stealthy while they are low on health. Do you think a game could handle two different health styles, or would this become to disjointed for the player.