Original Post
Most of us probably know this problem: You just won a difficult fight, and you're left with barely any health and no potions or medikits. Now of course your Hero's health replenishes over time. At a speed of about 2 HP per second. With a maximum of 250.
As far as I see, this problem was mostly prevalent in games that were made in the years between 2000 and about 2008.
Before that, Health mostly didn't replenish by itsself and you had to find an Inn, medikits or potions, or you had to finish the level.
Now, on the other hand, health usually replenishes itsself very quickly, in many shooters nowadays you can just take cover and wait for your health to fill up, which only takes seconds.
The problem left for us, is to find out which of the above approaches is the most rewarding for the player, and which one supports the flow of the game best. Or is there even a better way? A combination? Or something entirely different?
The first situation described above is, without any doubt, the worst. It forces you to basically wait and stand still, sometimes for minutes, just for your health bar to be full again. This destroys the flow of the game, is unmotivating and stretches the playing time in a very frustrating way. What's the point in having a long game when half of the time was spent doing nothing?
The second one can also be frustrating: What if you're not left with enough health to actually beat the level?
It can also be very rewarding: Having to fight an enemy with extremely low health leads to a much more intense experience and is very rewarding when you manage to win.
The third one on the other hand, can lead to the game to not being a challenge anymore, or can lead to the player just carelessly letting their health drop, knowing it'll be full again in a few seconds. This usually means the game is more action- and less thinking-oriented, which can both be good or bad, depending on what you plan to do with the game. It also leads to the game missing the 'rush' of having to fight a difficult enemy with a low health bar.
How do you handle this in a videogame?
As far as I see, this problem was mostly prevalent in games that were made in the years between 2000 and about 2008.
Before that, Health mostly didn't replenish by itsself and you had to find an Inn, medikits or potions, or you had to finish the level.
Now, on the other hand, health usually replenishes itsself very quickly, in many shooters nowadays you can just take cover and wait for your health to fill up, which only takes seconds.
The problem left for us, is to find out which of the above approaches is the most rewarding for the player, and which one supports the flow of the game best. Or is there even a better way? A combination? Or something entirely different?
The first situation described above is, without any doubt, the worst. It forces you to basically wait and stand still, sometimes for minutes, just for your health bar to be full again. This destroys the flow of the game, is unmotivating and stretches the playing time in a very frustrating way. What's the point in having a long game when half of the time was spent doing nothing?
The second one can also be frustrating: What if you're not left with enough health to actually beat the level?
It can also be very rewarding: Having to fight an enemy with extremely low health leads to a much more intense experience and is very rewarding when you manage to win.
The third one on the other hand, can lead to the game to not being a challenge anymore, or can lead to the player just carelessly letting their health drop, knowing it'll be full again in a few seconds. This usually means the game is more action- and less thinking-oriented, which can both be good or bad, depending on what you plan to do with the game. It also leads to the game missing the 'rush' of having to fight a difficult enemy with a low health bar.
How do you handle this in a videogame?