by INU » Sat Aug 26, 2006 11:15 am
Sorry if I'm posting in a dead-ish topic...
Every post I've seen is talking about set (when I refer to "set", it is stuff the designer/leveler decides) amount of health, the level/mod designer decides when, where, or how often you will get your health. It's good, but it's a little tedious when a player can't find a health pack and start stressing out on where one is. I think it makes some players obsessive-compulsive about their health. To go back and forth between two points just to get back to a safe level of health adds a bit of stress.
Set health on the game-design side has it's share of problems. Is there too much or too little health in this level? Am I providing enough challenge to the player to make him/her satisfied but not have him/her babied through the game? How can I make the player use a weapon, but keep the player from abusing it too much without having the weapon being disliked/unused? Health has four main factors that a designer/leveler has to decide: When, where, how often, and how much to add or subtract (negative forces, like monsters or weapons). The designer/leveler has to figure out a way to keep the game doable and present a challenge for the player while keeping the game enjoyable.
Some measures that have been invented to keep the player somewhat alive are power-ups (the player has an advantage, and may keep health, gain health, or have some advantage worth the health loss), armour (the player will receive less damage), and skill settings (if the game is made easier, the player will have a better time keeping health). That's probably the most any action game can give the player without over-complicating things. If a player can grab it, he can have instant satisfaction. Sometimes instant satisfaction with set health can be frustrating as well. As you just got the Quad Damage, but not before or during a fight, so you need to rush to get in your last two seconds worth of quad-rockets to make the most of your powerup.
Now I'll switch over to looking at health management, which is different than set health. Health management, unlike set health, is player oriented. The player has more of a choice between how to deal with their health-related issues. Anyone who has played a console-style RPG like one of the Final Fantasy games or an MMORPG has had at least a minimal health management crash course.
Do I use my potion during, before, or after the fight? Should I use this inn? Do I put my stats towards HP (health) or STR (attack damage)? I have low HP, should I kill the cute and cuddly rabit, or slaughter it? Maybe I'll have to use that healing spell... Those are some examples that are presented in a game with health management. The developer decides where players may need items, usually at regular intervals, and how much the player would have to work to get some health (kill some slugs for some gold to buy potions, or have enough magic power to cast a spell). Players get to choose how much effort would go into to maintain health.
Health management also branches off into stats, where the player can build some efficient or preffered character that suits their playing style to kill faster or in a certain, safer way. I'm not gonna get into it, it's complicated. Another branch, now popular in action games and RPGs, are class systems. A player decides a character that suits his/her own playing style. I'll oversimplify it a little by using an example of two classes: Fighters and Supporters. Fighters kill things, and keep Supporters alive. Supporters heal fighers, and power them up. Fighters can act independantly from Supporters if they can keep a supply of health-restoring items on hand. Supporters can fight monsters, but it will be a bit harder or longer. Et cetera, et cetera. Class based systems usually encourage other players to help out, or have a player play with his/her style while having defined advantages/disadvantages.
Fluid health is something that both designers and players have limited control over. It spills into health management and set health a little, but it's a different concept. Fluid health is usually an addition or a feature to a game. It's added on, and integrated with either health management or a set health system. It's somewhat based on how well or what strategy players adopt. I'll talk about two of them in the next couple of paragraphs...
Gradual HP regen and Bleeding - Bleeding and HP regen have been features of some action games and RPGs respectfully. If you get shot, you will bleed. The bleeding part is set. If you find a med-kit (something from a set game), you will stop bleeding. It also becomes a tactic of a player to bleed less or make others bleed more. If a player stands still, his/her health will regen +1 every ten seconds. The player decides wether to stand still or not. Standing still both helping and making them an easy target. A great example is Halo 2, for three reasons: 1) Health is invisible or non-existant (which keeps players from worrying about it) 2) The shield is the replacement for health, it keeps the player alive unless s/he is sloppy, but will regenerate. 3) There are no med-kits, because health isn't known to the player, s/he needs not worry about it.
Walking Health Packs - Some games allow players to leech off their prey. Leeching off prey gives a player some reason to fight, some of the time or rewards them for fighting. I'll take Metroid Prime: Hunters for one example. In MP:H, one of the characters, Sylux, has a Lightning Gun style weapon, called the Shock Coil, which slowly does damage to the enemy but gives Sylux back his health, effectively turning his enemy into a source of health. Of course, he has to be in range, and it's a challenge to get health. Some other games reward players for reaching a goal, killing your 10th enemy within 5 seconds will give you a +20 health drop, or surviving a match without getting hit will restore 10% of your max health. It affects how the player should play the game to maximize effectiveness, and rewards good technique. It encourages players to do better, but players who don't play good, might get some advange some of the time.
So it's just down to deciding what sort of way to keep your players alive through your hell.
Cut, paste, submit...