I really liked what Brothers in Arms: Hell's Highway did with their health system. When an enemy shot at you and your screen turned red, it wasn't because you took a bullet, they were just getting closer to actually hitting you. So technically you will die from one bullet, but it made it seem like ze Nazis couldn't hit wall in front of their face during close quarter fights, which spoiled the illusion a bit for me. I don't know how this translated into multiplayer because I picked up this game only last year and while I actually did find matches, they were all the same people that would kick me as soon as I joined.
I wish shooters would implement some sort of limb damage system, your torso is covered with a vest, but take a shot to the leg and you'll sprint slower, or get shot in an arm and you can't throw grenades as far or reload slower. I'm just tired of this bullet sponge trend, regenerating health is fine when it's justified with energy shields or self healing magic robot armor, but regular dudes getting lit up and walking it off is inexcusable in games that are "realistic".
Edited by sparks50
- 1 year, 3 months ago
Making a game realistic isn't hard. Making it realistic and fun is. Want ultimate realism? Once you die, your game locks you out permanently because, guess what, in real life once you're dead it's over. End of story. Sound fun?
Reminds me of some games in Operation flashpoint(the original one) and Arma where respawning was disabled.
If you were unlucky and died early, you might be stuck a full hour flying seagulls while the remaining team tries to take the objective. It does something with your motivation to stay alive, and you will be hugging cover more than you are shooting.
Considering enemy health, in most situations the player cannot be expected to incapacitate armed enemies instead of killing them, as a living enemy indicates a threat in most games. (Although I think Deus Ex: HR featured enemies that could simply be shot and left alive on the ground.)
The original Deus Ex has pretty effective limb damage; losing arms decreases accuracy; legs decreases speed - head or torso and you're dead. It was also persistent, so you need a medkit/bot to heal you. I'm a fan of persistent health, as it adds tension as you scavenge for your next band-aid. I also like semi-persistent health, a-la Condemned or Chronicles of Riddick. Here, your health is divided into segments, and if you take damage, only the top segment will heal. (i.e. if you have 8 segments and are shot until you have 6.5 segments, you'll heal back to 7)
Its nice to have to plan/strategise your way through a scenario rather than just ploughing through it, but so far I have yet to experience many games that can supply a range of functional choices. I'd like to think game designers will find a way though. To be fair, games need to balance realism and fun; ARMA and Dead Rising are both fun and frustrating at times.
Some games with different health schemes:
Fallout New Vegas: Hardcore mode: eat, drink and sleep! It didn't feel life threatening to me, but I like its inclusion nonetheless.
Metal Gear Solid 3: Simulated broken bones, burns, bullet wounds requiring bandages, splints etc. More of an annoyance than a boon, but refreshing to have a different health model than other games.
ARMA: A couple of bullets and anyone is dead. Take a hit to the legs and you'll be crawling until you find a medic - even then there are no guarantees you'll stand again. Great for creating tension, but can often make the game tedious - intolerable if it's by friendly fire.