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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Re: Op Ed
Dec 20, 2010, 11:39
Rilcon
 
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Re: Op Ed Dec 20, 2010, 11:39
Dec 20, 2010, 11:39
 Rilcon
 
I liked the way health worked for the marine in AvP. You had 3 regenerating bars, that once debpleted needed a health kit to refill. A light injury would take half a bar, a normal one a full bar, and headshots and the like 2+ bars.

And the bad thing about how ME2 dealth with enemy health on higher difficulty levels is some of skill/powers didn't fit with the system. I started off on Hardcore then Insanity after that, and remember checking Normal (or whatever fancy term they used) and thinking "Wait, these guys only have a single HP bar, wth?"
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