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PostPosted: 20 Dec 2010, 17:30 
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http://antiherogaming.wordpress.com/2010/12/19/why-regenerating-health-is-slowly-killing-gaming/

I agree with his point.


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PostPosted: 20 Dec 2010, 19:56 
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I also dislike it, over all. Soon as i read the title, I as thinking that i DO like the method Far Cry 2 uses; hurt a little, you regenerate. Get major damage, and you ahve to find health. I've seen a couple other games use this method, and I think i prefer it. ..so long as the regeneration amount isn't huge.

I never thought I'd see a 10 paragraph rant on it, though.


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PostPosted: 20 Dec 2010, 19:58 
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I don't think regenerating health is the problem as much as the design decisions that accompany it.


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PostPosted: 20 Dec 2010, 20:23 
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My thoughts exactly.
It's apparently a popular opinion among bloggers these days. Not that I disagree, but what about checkpoint saves or not being able to carry more than two weapons in your inventory ? What's "killing" games is the ubiquity of stuff that's convenient for console gameplay, not health regen in itself imho.

Although health regen and "imminent death filter" may appear like symptoms of consolitis in SC:Conviction for instance, they're not that bad. Health bars in Splinter Cell games didn't really make any sense - you're supposed not to be seen, let alone shot at. Then there's the case of games with overabundant medkits. So no, health regen is not necessarily a problem, even though I agree it can be.


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PostPosted: 20 Dec 2010, 22:02 
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I think it's part of a larger problem. FPS developpers are trying to make games that feel like a movie. AAA titles now require huge budgets, last six hours and constantly bombard you with stimulii like they are targeting the extreme ADD crowd.

This illustrates the (d)evolution of gaming design:


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PostPosted: 20 Dec 2010, 22:33 
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Joined: 14 Jul 2009, 20:13
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I think they should keep regenerating health for easy skill levels and make you use health packs for hard skill levels , problem solved . If someone doesn't want regenerating health then all they have to do is play the game at the hard skill level . And if someone is rubbish at games ( like me for instance :lol: ) they can choose the easy mode so that they too can get to the end of the game . I think gamers should only complain about the easiness of a game if the hardest difficulty level is too easy otherwise they've only got themselves to blame for playing the game on an easier difficulty level .


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PostPosted: 21 Dec 2010, 00:02 
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I think it's part of a larger problem. FPS developpers are trying to make games that feel like a movie. AAA titles now require huge budgets, last six hours and constantly bombard you with stimulii like they are targeting the extreme ADD crowd.

This illustrates the (d)evolution of gaming design:


qft :bowdown


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PostPosted: 21 Dec 2010, 00:20 
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Joined: 21 Dec 2010, 00:17
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Hello all, I would be the author of the above article. Thanks very much for any feedback or comments you've put. Appreciate it. Look out for further posts in the future. Thanks again!

CptToffer


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PostPosted: 21 Dec 2010, 00:38 
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And yet, I don't miss Wolfenstein 3D's level designs. :mrgreen:


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PostPosted: 21 Dec 2010, 11:07 
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And yet, I don't miss Wolfenstein 3D's level designs. :mrgreen:

This + 1

I think what we need is a nice mix between a shooting gallery and a scripted illustration of the story. I guess that's almost like an open world shooter. *shrug*

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