Gameplay Mechanics: Regenerating Health

Health packs!Every shooter in the history of the genre has had some form of health system. As you get hurt, your health decreases, and you die when it hits zero. This is very cut-and-dry throughout most games. Of course, there must be some way of recovering that health though. There are some variations, though it’s one area that I think some good mechanics can still be created for. Many games have had different ways of recovering health, but the form we’ve seen the most often is that it regenerates automatically with no action from the player. It’s become very popular in most shooters and other genres and I’ve seen it implemented in several mods for Doom, Quake and other games. However, many don’t seem to realize all the different effects this has on different aspects of gameplay. Now, there are a few misconceptions regarding what regenerating health actually does because it’s so often paired with a few other mechanics: namely cover mechanics, slow movement speed, dominantly hitscan attacks, checkpoints and reloading weapons. There are several games that feature some or even all of the mechanics at the same time, and each one brings their own set of considerations. Because they’re so often featured with regenerating health, it’s very easy to associate the effects of one with the other mechanics. In this article, I’ll write about health recovery systems specifically, and will try to avoid consequences that these other systems introduce.
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