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Game Design: Health-Regen vs. Health Packs

Robsavillo
Tuesday, September 29, 2009

Editor's note: Rob takes a look at how games' health systems have changed the last few years and whether or not this is making games too easy. It's a very interesting debate and Rob does a great job presenting both sides of the issue. - Aaron


Made popular by Bungie in Halo: Combat Evolved, the health regeneration mechanic has forever changed first-person shooters. Think of other recent, popular FPS -- Call of Duty 4: Modern Warfare or Killzone 2 -- and one mechanic they all have in common is a health-regen system in place of the traditional health pack system.

Some argue that the health-regen system is liberating -- that it frees the player to take more tactical risks when engaging enemies. Health-regen does so by allowing players to easily recover from any mistakes.

Others argue that health-regen makes the game less challenging if the player knows that a full health bar is just a few seconds behind cover. They argue that with intelligent level-design and health pack placement, developers can craft a truly challenging experience that requires resource management as well as player skill.

Some players get bogged down in the debate over which mechanic is superior and I think that this creates a false dichotomy between the two health systems. Other developers have taken fresh approaches to both systems, which can make for more interesting player choices.

 

History

In id Software’s Wolfenstein 3D, and later in Doom, the health pack system was codified. First-person shooters were games which used a number health system that could be replenished by finding health packs scattered across the map. Pretty much every FPS of the time used this system.

Doom

Although it wasn't the first game to feature regenerating health, Halo is widely credited as the game that introduced the regenerating shield to the masses. In addition to a traditional health bar, the player also had an energy shield to absorb damage. If depleted, the player’s health bar would be negatively affected, but the energy shield would eventually regenerate if untouched for a period of time. Health was still restored using health packs.

By Halo 2, the system had changed to full health and shield-regen, though Halo: ODST reintroduced health packs for health bar restoration.

In PC FPS, health-regen hadn’t really caught on, but health packs evolved into health stations. Released around the same time, both Doom 3 and Half-life 2 made use of fixed health stations. Each station would hold 100 health points that could be distributed to the player on a point-by-point basis. This meant that if the player only needed 21 health points to get back to full health, the health station would retain the other 79 points for later use.

While these health systems are the two most easily categorized, there are other health systems which are rarely discussed in these debates.


Resistance: Fall of Man

Resistance presented a pure hybrid of health-regen and health packs. In the first section of the game the player uses the traditional health pack system; however, after certain narrative events unfold, the player is given access to health-regen.

This health-regen only works in quarters, though, which means that health-regen will only take the player to the nearest quarter of health. For example, if the player’s health is reduced to 51 percent, then health-regen will only take the total health to 75 percent.

In order to have full health again, the player must find a health pack for each quarter lost. This means that if the player’s health is down to 25 percent, the player needs to find three health packs to be back at full strength.

I feel that this system offers the best of both worlds. The challenge of a health pack system is retained by preserving, to a degree, the risk of permanent health loss; however, there’s enough leeway to give players the opportunity to recover from minor, but not grave, mistakes.


F.E.A.R. 2: Project Origin

F.E.A.R. 2 also presents a sort of hybrid, but one that leans more towards the health pack system. Like Resistance, F.E.A.R. 2 has minor health-regen in place of full health-regen. But instead of giving players instant health restoration when picking up health packs, they're added to the inventory for player-controlled use.

The game makes use of medkits that fully restore the player’s health when used. Only three such medkits can be held at any time. This gives the player a strategic decision to make regarding the optimal time to use medkits and when to save them.

The developer justifies the health system as a means to preserve the tension between combat engagements. When the player is left with little health, part of the enjoyment comes from the nerve-wracking experience of not knowing if she’ll find a medkit or an enemy first.


Conclusion

I feel that the move towards health-regen -- in first-person shooters and some third-person shooters like Gears of War and Uncharted -- may be to the detriment of overall level challenge. I don’t mean to say that the Halo or Call of Duty games are cakewalks, but that the challenge is reduced to the specific battle a player is currently engaged in, instead of the level as a whole.

Health pack systems present a more challenging level experience because of the extra resource management required from players. But these systems can fall into their own trappings of telegraphing more challenging engagements by stockpiling health resources near an upcoming battle.

I also recognize the value in encouraging players to be more adventurous in their tactics by mitigating the risk of permanent health loss. Despite this, I believe that some games can be a little too forgiving.

Both Resistance and F.E.A.R.2 offer alternatives to these two health systems that retain the challenge and tension of health pack systems while also leaving enough room to forgive players for minor mistakes.

F.E.A.R. 2 takes things a step further by putting the strategic choice of health replenishment in players’ hands no matter where they are located. By allowing players to take health packs with them, players do not have to waste time backtracking.

I’d like to see more games take this approach of balancing strategic player choice while leaving some room to be tactically risky.

 
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Comments (17)
Img_1019
September 29, 2009
Nice article. This is such a make or break part of a game that I'm surprised that more developers don't put more emphasis on making their game's health system better. Very few games get it "just right" in my opinion.
Franksmall
September 29, 2009
Yeah, it is all about having just enough health available that you can heal in some way if you take the time to prepare or wait, and suffer the results if you continue to charge in without taking a sec to think before acting. Either one works, it is all about tension more than it is available health. Too much of a chance to live and there is no sense of accomplishment, too little and players tend to give up because of the number of times they have to retry levels. Great article!
Darkeavy
September 29, 2009
Damn, this is going in the bookmarks ;. The problem here is that you are thinking of single player design. In Multiplayer shooters I look for two things. Health Pack or Health Regen Style, and Game Flow/Balance. When you have a Health Pack system,in a multiplayer shooter,the main focus of gameplay becomes item control. If a Heath Regen system is used the main focus becomes "How-many-shots-from-what-type-of-gun-kills-a-guy." You said [quote]Some argue that the health-regen system is liberating -- that it frees the player to take more tactical risks when engaging enemies.[/quote] I feel this quote is used to describe multiplayer games rather then single player games. Med Kits in a single player game cause you to explore more. And to possibly cause tension as you try to find the next pack. With this in mind, A Health Regen system [i]does[/i]allow you to make tactical choices you wouldn't have made before. Maybe flank an opponent instead of camping the item spawns. This was a great article Rob! But you had a little mix up of Health systems in Multiplayer and Single Player settings.
Twitpic
September 29, 2009
Great article!
Default_picture
September 29, 2009
Great article! I thought Resistance: FoM's system was great. Too bad they scrapped that in the sequel. I didn't mind regen health systems, but I find that they are being overused. I think it is time for either the hybrid system to be used more often or to go back to the health pack system. I'm glad Halo 3: ODST went back to the Halo 1 system. Hopefully more will follow.
Default_picture
September 29, 2009
I think it doesn't matter what health system is used, I just adapt, really. I don't mind if it's a regen system like Uncharted if it's actually pretty challenging like Call of Duty. I also don't mind if it's a health pack system, so long as it's not too challenging or too easy, unlike Halo ODST's litter-fest of health packs around levels, which never made me feel in any critical danger whatsoever during my playthroughs. I really enjoyed Resistance's health system because it was a fusion of both, and it was unforgiving if you make mistakes, which provided a right amount of challenge.
Me_and_luke
September 29, 2009
I agree with Kevin in that I think each game usually handles their health system well, and I find it easy to adapt to any game in that regard. I don't dislike either system; I guess when it comes to shooters I prefer the re-charge system (honestly, why does everyone seem to like Halo 1's health packs so much?), but for other games where exploration is encouraged, health packs are fine.
Robsavillo
September 29, 2009
Connor, you're absolutely right that I had single-player in mind when writing this article. I find that as long as the multiplayer experience uses any sort of item respawn system the game will become about item control, even games that use health-regen but also have weapon or vehicle respawn locations. I tend to favor multiplayer first-person shooters that either take the Counterstrike approach of equipment load-outs and one-life-per-round or the Team Fortress approach of allowing certain classes to drop a limited number of restoration items.
Default_picture
September 29, 2009
good stuff, do you think Gears would have worked better with health packs? I believe if we had to find ammo packs and health packs, It certainly would have changed the way we used cover in the game and the way each section ended per level. I also wonder if we would ever go back to the traditional health pack system only?
Robsavillo
September 29, 2009
I think health packs in Gears of War could have smoothed out some of the difficulty curve in the game. With a pure health-regen system, I feel like the game difficulty falls into two binary categories -- either easy-as-pie or balls-to-the-wall-difficult. That is to say, I remember sections of Gears of War being incredibly easy compared to other sections, but then I'd hit one section that required me to restart again and again. It was not fun. Health packs could have also encouraged more movement through cover rather than camping in one spot. Overall, I prefer F.E.A.R. 2's medkit inventory. I think by allowing the player to stockpile health items you remove the necessity to go health pack hunting, which is a primary complaint of those against the health pack system. The health inventory also provides the player with a new strategic choice to make throughout the game, and it retains the risk of permanent health loss. In addition, if players have been resourceful enough to stock sufficient health items, the room for tactical risk that health-regen provides can be achieved manually.
Brett_new_profile
September 29, 2009
Blech, I did not like the health system in Resistance at all. It really annoyed me that one single bullet could knock me from one quarter to another -- especially because enemy AI seemed to know exactly how many hits it'd take to do that! And then it'd only recharge from 49 to 50, instead of 51 to 75. Grr. Give me one or the other, I say.
Default_picture
September 29, 2009
You forgot another hybrid system, Republic Commando. That used shields and health. Similar to Halo, I guess(having not played the first one), most shots got your shield until it wound down to your health. Your shield would regen, but you still had to find a bacta station to recharge. This let you get to the next station without fear of a cheap death, but also encouraged some urgency in your actions. I'm all in favour of either system, so long as it deosn't mess with the flow. I have to say, Gears with health packs would be a VERY different game.
Me_and_luke
September 29, 2009
[quote]That is to say, I remember sections of Gears of War being incredibly easy compared to other sections, but then I'd hit one section that required me to restart again and again. It was not fun. [/quote] But do the difficult sections of the game stem as a result of the health system or is it more the level design and enemy code? I don't understand how it could be the regenerating health system (which we all seem to acknowledge as the more forgiving system) that is keeping you from progressing through difficult sections. If you think about it, any kind of health pack system would do nothing to decrease the difficulty of those sections, unless, perhaps, you take F.E.A.R's medkit collecting method and continuously pump yourself with medkits as you fly into battles...which is essentially less realistic and annoying than a regeneration system.
Robsavillo
September 29, 2009
Ah, Republic Commando -- I remember that game, but I never finished it due to soundcard conflicts. I'd get this nasty distortion overlaying the voice work and sound effects. I just couldn't tolerate it enough to continue playing. Bryan, good point. Perhaps I'm relating the difficulty to my sloppy playing as encouraged by health-regen. When faced with tougher enemies, it felt less like a sliding scale -- as I'm accustomed to in a health pack based game -- and more like a sharp spike. Obviously, subjective, but I can't ever recall reloading a quicksave a dozen or so times in a health pack based game like I did with checkpoints in Gears of War.
Redeye
September 29, 2009
I think ultimately what system you use is up to the developer's personal preferance and their execution. For example while I liked resistance's hybrid health system i thought that the single player level design in resistance wasn't good enough to take advantage of it. So I often ended up feeling like the game was screwing with me rather then giving me an incentive to not screw up. Half life 2, conversely. Had a pure hunt and peck health pack system with health stations and health packs on the ground but I never felt like I was being starved to death. I think that my biggest personal preferance is halo 1's system. It allowed for some leeway to make mistakes but still punished you for huge mistakes without always making you die if you could retreat in time. In halo 2 and 3 the only way they could punish you for huge mistakes is to kill you since the amount of health you have after your shields is down is very very limited. So in the higher difficulties you feel like master chief is made out of straw because you make one mistake and you are pretty much dead and lose the sense of empowerment that halo is all about. As a side note I no longer want to see games impair your vision to tell you when you are damaged like gears of war's stupid cog symbol popping in the middle of your screen. ODST's red filter isn't too bad but it's agitating particularly since your stamina is handled by that redness and then you still have an entire health meter's worth of damage you are taking while your screen is washed out. It helps add tension and make you cautious but on the higher difficulty levels it sometimes feels like you are playing the entire game in a red filter because it's so hard to shoot enemies without taking signifigant damage yourself.
Default_picture
September 30, 2009
Have you played the level with the Ferris Wheel in Call of Duty 4 on Hardened or Veteran? Because even though the player has health that regenerates, it doesn't matter. I died so much on that level that I almost called it quits. And that's just one instance where I died a lot. So I don't think you can call CoD4 a cakewalk just because it has health regen.
Default_picture
September 30, 2009
I think my favourite would be the regen shields like in the original halo. It makes sense and fits into the universe of the game. I like the health system they used in the PC Starwars Jedi Knight collections. Find health packs and shield packs etc.

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