Your thoughts on regenerating health in video games.
I for one am against it almost completely kills a game mechanic.
Yeah, I prefer the old school games where you had to find health packs/medkits/whatever else they were called so that you wouldn't die. Games like Doom and Half-Life. Regenerating health is pretty pointless, because it just makes the game easier. Though I also don't really mind much either if the game is otherwise fantastic, like Crysis.
It's one of the many reasons I think games these days aren't very good.
What about games where health doesn't regain but a shield does, like in Borderlands?
Edit: Also I think it depends on how fast the health regains. If it heals you to full health after whatever the interval is, that's ridiculous. But if it only heals you like 1% after every interval, that's much more reasonable. Our bodies do heal naturally, so some form of natural healing does seem realistic. I mean our bodies can't remove a bullet or repair a broken bone, but not many games have a system that includes such factors.
Edit: Also I think it depends on how fast the health regains. If it heals you to full health after whatever the interval is, that's ridiculous. But if it only heals you like 1% after every interval, that's much more reasonable. Our bodies do heal naturally, so some form of natural healing does seem realistic. I mean our bodies can't remove a bullet or repair a broken bone, but not many games have a system that includes such factors.
I think that mechanic worked well in the original Halo, but they probably should have left it there.
Makes absolutely no sense in some games, like the new Duke Nukem, where the shields represented the size of your dick or something.

In some games, like Call of Duty, it makes absolutely no sense. In games where you're a superpowered mutant creature, that makes more sense. If the level of technology is sufficiently advanced within the game world, it's justifiable, such as Mass Effect. If the game has a magical element, it's justifiable. But if there's no reasonable explanation, then it just doesn't work.
What about games where health doesn't regain but a shield does, like in Borderlands?
If there is a shield, it should just act as an extra lifebar, like in the Grand Theft Auto series. Note: I don't know the health system in the newer GTA games, I was referring to the older ones.
If there is a shield, it should just act as an extra lifebar, like in the Grand Theft Auto series. Note: I don't know the health system in the newer GTA games, I was referring to the older ones.
Shield that works the same as lifebar I actually find really stupid. If that's the case, just make it more life. Don't need to confuse things by adding in new elements that don't even actually make a difference.
Regenerating shields (or even life) in a space shooter, for example, is a great mechanic as it allows for careful tweaking of health and regen based on your own abilities and preferences. In a game like Dink Smallwood though, regenerating health doesn't fit the game design. "Oh, I'm about to die. I'll go on this safe screen and go do the dishes." That's the only real effect it would have. A healing spell is a much more interesting mechanic for a game like Dink (as done in Historical Hero 2, for example). It's kind of like regenerating, but has purpose, is used on demand, and requires trade-off (you can't use other spells while healing is equipped). Much more satisfying and effective.
Regenerating shields (or even life) in a space shooter, for example, is a great mechanic as it allows for careful tweaking of health and regen based on your own abilities and preferences. In a game like Dink Smallwood though, regenerating health doesn't fit the game design. "Oh, I'm about to die. I'll go on this safe screen and go do the dishes." That's the only real effect it would have. A healing spell is a much more interesting mechanic for a game like Dink (as done in Historical Hero 2, for example). It's kind of like regenerating, but has purpose, is used on demand, and requires trade-off (you can't use other spells while healing is equipped). Much more satisfying and effective.
While I wouldn't like a recharging shield in Dink, I find (slow) regeneration to be a really neat item property. An "Armband of Soothing", for example. I'd buy that.
Shield that works the same as lifebar I actually find really stupid. If that's the case, just make it more life. Don't need to confuse things by adding in new elements that don't even actually make a difference.
The difference is, when your life bar increases, it should stay that way, whereas the shield should add as an extra, and only last once before you had to get a new one. You'd have to find each of them separately and once one is used, it should never come back.
But still, I prefer there to be no shield nor health regeneration at all. After all, one of the basic elements of video game is that you have a health bar, and when it empties it's game over, or you lose a life, depending on the game.
The difference is, when your life bar increases, it should stay that way, whereas the shield should add as an extra, and only last once before you had to get a new one. You'd have to find each of them separately and once one is used, it should never come back.
But still, I prefer there to be no shield nor health regeneration at all. After all, one of the basic elements of video game is that you have a health bar, and when it empties it's game over, or you lose a life, depending on the game.
It depends. In an MMO-game, health reg is a must wether it be a passive reg or active (eating/drinking) to get the game going.
Health reg in turn-based rougelikes? Sure.
A passive reg, i.e. +2 HP regenerated per second, in a single/multiplayer FPS game is actually an ok in my opinion. Call of Duty: "OW I BROKE BOTH MY LEGS!! Naaah, it's healed in five seconds." It's just a mechanic to get the game going without picking up powerups to heal etc.
I prefer the heal mechanic over the passive reg, that is: Picking up powerups, getting healed by another player etc. like in Duke Nukem or Team Fortress.
Side note: Don't think rationally when you talk about games. They're just that, games, and no game ever created is "realistic"! Games have different mechanics and are supposed to be fun, not questioned about "realism".
Health reg in turn-based rougelikes? Sure.
A passive reg, i.e. +2 HP regenerated per second, in a single/multiplayer FPS game is actually an ok in my opinion. Call of Duty: "OW I BROKE BOTH MY LEGS!! Naaah, it's healed in five seconds." It's just a mechanic to get the game going without picking up powerups to heal etc.
I prefer the heal mechanic over the passive reg, that is: Picking up powerups, getting healed by another player etc. like in Duke Nukem or Team Fortress.
Side note: Don't think rationally when you talk about games. They're just that, games, and no game ever created is "realistic"! Games have different mechanics and are supposed to be fun, not questioned about "realism".
I guess it would get silly in some games to have a health reg, but shields might be decent depending, though so forms of healing in games are silly too. Dink, gets hit by Seth, then eats a lot of elk nuts to heal, or in Skyrim where if you eat tons of food after getting shot in the head, you'll heal and get a nice treat.