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Op Ed

Antiherogaming - Why Regenerating Health Is Slowly Killing Gaming. Thanks Joker961 via reddit.
Secondly I believe regenerating health impacts the skill factor involved in gaming. Unless the game in question has particularly gifted A.I there is nothing to stop the player from hiding behind the nearest solid object and slowly picking off the opposition. I would much rather know that after I get shot a couple of times, I’ve either got pull off a massive win and cap the last two guys without dying or make a dash for that health kit. It does not enable the sort of player development that I found crucial five – eight years ago as you can literally wait each fire fight out. I find that in order to make games for difficult the ‘hard modes’ of today’s main stream games just propose to throw more and more bodies at you, and you succumb to the fact that too many people are shooting at you at one time, in an attempt to sap your super human powers.

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22. Re: Op Ed Dec 21, 2010, 05:02 Jerykk
 
I find that the hybrid regen/medkit system used by games like FC2 and Riddick is a decent compromise between the two extremes. Sadly, it doesn't get used very often. It's much easier for developers to just use full health regeneration, as they don't have to worry about designing and balancing health pickups. Full health regeneration is also more appealing to casual gamers, of which 90% of today's market is comprised. Casual gamers don't want to be challenged and they don't want to be forced to think in the long-term or improve their own skills. They just want to sit on the couch, play their user-friendly consoles and relax.  
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