Oh yeah also "...and began to watch out for the classic big hard throbbing red vision warning system that signaled to me when it was time to hide for a while."
Fun fact: In Cod World At War (2008, also a WWII setting), there's 2 campaigns that you switch between when going through levels; The campaign of U.S. marines on the pacific front fighting the Japanese, or some Russians invading Berlin. During the marine campaign, if you shoot teamates too much, it says the typical "Friendly fire will not be tolerated!" message as shown above before throwing you to the last checkpoint. But, if you shoot too many team mates during the Russian campaign, it'll instead say "You are a traitor to the motherland!"
5:33 “This new approach hints at where the series is heading. It’s not getting harder or easier, but merely more consistent” *Next game is a futuristic, multiplayer only, battle royale game
My favorite health systems were always the -sudo- pseudo regen systems, so kinda like halo where you'll always have shields or like in the old mercenaries games, where you only regen your last 20 health, so that way you're still punished for mistakes but you'll always have a minimum amount of health available in order complete a level.
In Max Payne you would always regen to 25% health if below that. Punishment for getting hurt, but would not leave you in a situation where you are stuck with so little health you go down instantly the second someone spots you.
"The health system is being used to manipulate the player behaviour". You're totally right, and I think a very good example (that I was surprised you didn't mentioned) is *DOOM 2016* . If we had a regenerating health system or a pick up health kit system, the developers would encourage the players to sit on a corner and snipe the enemies from far away. So what they did to solve this problem and make the experience more engaging was to sort of combine both systems, they added "critical hits", basically, when you have done enough damage to an enemy, he will be stunned for a few seconds, giving you the choice to instantly kill him, with the plus that when you do that you gain ammo and health. What this does is basically encourage the players to play more agresivelly and take risks. And a completelly different aproach is from software's dark souls series, as you might have heard, dark souls is very hard and unforgiving. You can only heal by drinking an estus flask (basically using a healthkit) and you have limited flasks. The only way to recharge the flasks is to rest on a bonfire (which is some sort of checkpoint), however, if you rest on a bonfire all the enemies you have killed will spawn once again, so the game encourages you to manage your health and play very slowly, constantly putting you on situations of "I have no estus flasks, what should I do, go to the last checkpoint and do the same section again or risk it and look for a new bonfire". Anyways, I really liked the video :P
About the Dark Souls thing, on occasion I've gotten Estus flasks for no reason (sometimes I leave the game on to go use the bathroom or eat something) and after a little bit, my character's head glows a moment and I have another Estus flask. So, I'm not sure what that is all about. I think he mentioned the Doom 2016 thing in another video.
L7vanmatre Are we talking about Dark Souls 3 because in that game when you kill a Enemy they Sometimes drop Estus which you automatically get for your flask
Oh no, sorry. I forgot that some might take the sequels in mind, heh. Nope, I only have the first one so far. And once was shortly after I killed an enemy but another time was when I was essentially idling, then I took control again and walked around and it happened.
0:06 steventhedreamer - Electronic Voluntary 2:20 I have no idea what the song is called 4:36 steventhedreamer - Digadig Hope I could help despite not knowing one of them
The best system is by far the system in games like FEAR and in Max Payne. Where you instead have an inventory of health packs at your disposal to use when you need it the most. This let’s you be more strategic about when to replenish your health compared to others where it always seems that I get health when I don’t really need it.
its basically the standard rpg mechanic. items which you pick up ( and there might be a huge variety of different healing items that affect you differently ) and which you use whenever you want. Its been around since the 90s, and as you mentioned was already in max payne. Having some wanker throw pouches at your mug isn't indicative of games 'getting better' imo.
Which lets you fill your inventory and not feel as much tension at certain points, and takes control of difficulty and challenge away from the designer. To each his own, and I understand that playstyles and subjective opinions of games can differ wildly but I don't find that sort of thing fun, especially as the sort to pick up all that I can find and carry. I'd rather let the designer save me from that and how boring it can get.
Basically, inventory management is pretty boring, but still irresistible for someone who wants to do as perfectly as possible through things other than main gameplay skill.
rpg health pick ups are often stackable, you pick them up without having to lose inventory space. same with max payne - you dont even have an inventory there, just a painkiller counter.
I really like the idea of this system but feel that there should be limited amounts of drops from the squadmate and more health kits before encounters. You don't want the player to be hiding or waiting for the squadmate to give them health as it slows down the experience but you also don't want players being able to beat any encounter just by waiting it out with a slow but infinite supply of health. A different way you could balance this system is if you made the enemy AI more willing to push forward if the player isn't shooting at them as much.
so basically the system that was in every COD game pre- black ops 2 where it was removed because people didnt like being legitimately outplayed by the ai and not just dying to stupid mistakes
Though it also brings up another problem with health packs. Encounter "signalling", wherein you enter a room and find a bunch of health packs and boxes of ammo for various guns? You know a big fight is about to happen and kind of takes the punch out of some encounters. Honestly, I am all for the health pack thing in CoD WWII, as Zussman does hand them out so long as you're making progress and never really felt like I was sitting twixt his legs for a health pack. It encouraged me to push up and take that risk of losing health, and then I realized maybe I should be smarter with the health packs I have in my pocket and play a bit more intelligently so that way if Zussman does decide to hand me a health pack or I find one laying around, I have that buffer of safety. Compare that to pushing, getting red all over your screen, and then hiding in a hole until the red goes away. Regenerating health (especially with low health pools) seemed to encourage, in my mind, run and gun gameplay. Not Doom's "push forward" style, but as in running across to the nearest hole while firing at the enemy and then waiting to heal. It changed the pace into something that felt less like pushing forward and more like a shooting gallery where I could only get the prize once I had run from one side of the encounter to the other, back and forth, and all the enemies on that particular line were down. Health packs, again in my opinion, seem to encourage you to push forward instead of hiding.
Gracemeria in IW if you played the "Specialist" difficulty they have a health pack like system. But not only does your health go down. Your limbs get damaged. If you get shot in one leg you start limping. You get shot on both legs you fall down and crawl. If you get shot on the left arm you hold your weapon one handed and the aiming sways. If you get shot on the right arm you can't shoot your weapon. To fix your self up you have to inject yourself kinda like a health pack but you only get 4. There might be some laying around and enemies drop some. I kinda like that system. Its a pain in the ass but I like a challenge. Also if you get shot on the head your helmet starts to crack. Enough shots and it breaks. You need to find another one or else you suffocate
Actually I think being able to beat any encounter by just waiting it out is exactly the intention of the devs. They want less skilled players to be able to take a slower approach and not be forced to move up. Skilled players will move up on their own, they will happily do so for the reward of more intense game play. But if you're new to shooters then there's probably a lot of basics that you'll need to learn and you can definitely still learn those if you take your time.
My favorite health system is the Halo CE style of regen and health because on normal its the perfect amount of forgivingness and punishment. Play a situation right and you won't lose andy health but play poorly and you lose health and need to find a kit. Also, the reason I like it is that unlike half life and other health bar based games If you get low on health you aren't is constant fear that somebodies sneeze will make you flatline because the shield can take a few for the team. Sure, your still cautious from low heath but your not spazzing out fearing that a spitball will kill you.
I still don't like having to play it safe when on low HP. Halo is best played when you jump into the middle of the action, having low HP is a deterrent to this
I think half life with a slight modification is the best health system Instead of the armor absorbing most of the damage, it should absorb all of it that way even if you have 1 HP, you can take a few hits without dying assuming you still have armor In addition to that The player should have far fewer HP as well as pistols and rifles of the same calibre doing similar damage to said player When you have no armor it should only take 2-3 shots to kill you
The Wolfenstein series does it pretty well. If your health goes from 100 to 42, it will go up to 50, but stops there. It doesn't make you feel like a superhero. It'll make you think about your next move, and I love it. For me, health regeneration completely ruins games. I want a challenge, not to be Superman.
My thoughts exactly, Wolfenstein does a brilliant job of balancing the both worlds with the regen every 20hp. It keeps the challenge and need to manage health resources but at the same time it gives you a fighting chance if you got your face mashed into 1hp.
I think regenerating health was introduced due to hitscan weapons being unavoidable most of the time. Some games, like Halo and Far Cry use health regen and old-school health as hybrids and I think these games benefit from that. I am however against health regen for a game that doesn't belong in. How game devs use that as a default template and shove it in, because it's the safest bet to make all levels fair and completable to everyone. Lowest Content Denominator.
One important distinction to make is the type of enemies an FPS has. Halo has a regenerating shield, but so does the covenant elites and brutes. So both the player and enemy health regenerate when a player seeks cover. That forces the player into being more aggressive playing the game and completely down their shields before retreating. And trust me, that makes a difference. Cod 2 on the other hand, which introduced regenerating health to the series, does not feature enemies that automatically heal themselves. But it does have endlessly respawning hordes of nazis. So I'd say I'd say that regenerating health actually fit cod, because the game design makes camping impossible, a player must flush out the enemies to advance. One health system I quite liked was Deus EX HR, where the health would regenerate up to 100, but you then had to use food and meds to reach 200. That's basically a reversed Halo CE system, where the regeneration is below the med packs. And system is very fitting for Deus EX, since it forces the player to be careful and use stealth.
Even HL2 has this system...The Rebel will give you health pack and ammo. Now I think about it, hl2 has 3 health system, health pack that you pick up and instantly heal up( but need to break the supply box, charger that you need to clear the area to use it but give you more health and HEV suit energy ,rebel that give you infinite health pack and ammo but you need to keep them alive. Who says there can only be one health system in each game?
I like how DOOM (2016) handles health. It's non-regenerating and found in health packs across the map, but it is also dropped upon killing enemies and more so when you're at low HP. So if you're low on health (or you're playing Nightmare mode, where Imps can kill you in 3 or so hits) quickly kill a weaker target and get your health back up.
I still think Half Life 2 does it best, with few exceptions where it is completely redesigned to fit the specific game design, such as in DOOM 2016. Half Life 2 makes health matter as something throughout the level, but is forgiving in giving you health throughout so you don't find yourself stumbling on 4 health for entire chapters (*cough* Half Life 1 *cough*) It also makes difficulty a lot easier to change, vary or tweak in the level. You can put less supply crates or health packs in the level, or make health packs less likely to come out of crates (or even put something to hint at what the next section of the level requires, such as grenades. It's worth noting that Valve does this extremely well both small and large scale, and specially in Half Life 2.) It rewards good players with an easier ride through tougher sections as they have more health to fall back on, as well as giving them other items instead of health, and doesn't punish players who took a lot of damage either. Challenges can last much longer and it all feels tied together, as is one of the games major ideas, instead of a single encounter being a short challenge that ends and is forgotten about due to an infinite and steady supply of regenerating or other health from systems such as the one discussed in this video. It really does give you the best of both worlds, and fits Valve's philosophy of never letting you get completely stuck as well as Half Life's connected world. You get health when Valve says you can get health, and it's all action until then, although it might encourage constant quicksaving a little too much.
@@crabby4447 In short, it removes basically all intent from the placement of resources within the level design and makes it impossible to deliberately give the player limited or specific resources. You're never far from the next crate, so losing health (or otherwise wasting resources) doesn't matter long-term.
@@h4724-q6j Oohhh! See I disagree! LD's still get to strategically choose the placement of crates and I think they were able to very effectively limit the player's resources... Think about Ravenholm where you are basically forced to use the gravity gun because of how they limit your ammo, even after that your limited to shotgun ammo for a while.
Philip, can you do another video but on HP system in more mecha-like games? They clearly use other systems and it'd be interesting to see your opinion on them. The usual is a mix of Raw HP and an energy shield that depletes before the hp does and recharges, while the HP doesn't. This works as a safezone where you can get shot at and not worry too much. It's most interesting when games mix this energy shield with other energy-powered stuff, that all drain from the same pool (for example, Battle Engine Aquila uses the Energy both as shields and as "flight fuel", forcing you to land if you want to recharge it... to the many dangers that await on the ground war)
I scrolled down and searched for anyone mentioning it specifcally. An honorable mention, as with many things Trespasser did first, even if not terribly well.
The problem is that hitscan weapons aren't fun to go against without regenerating health. In order to shoot enemies, you have to put yourself at risk, and you WILL get hit unfairly. That's why regenerating health was implemented. The challenge isn't in avoiding bullets altogether but in mitigating the damage that one takes. But in games like doom, almost all projectiles travel at a slow speed, and you, as the player, are able to move quickly enough to avoid the attacks. That's why old-school FPS games can get away without regenerating health.
I played half life 2 a couple of years ago. The game is great. But god i hated the hitscan enemies with no regenerating health. I know you are not getting punished, becouse there are plenty of kits around to keep your health up, but it feels like it, and you are worried to loose health all the time, and you will no matter what you do. Halo did it better, but still when you go down to 1 hp you feel a bit desperate. Payday 1/2 is really good, especially becouse you have tons of different ways to recover health, or you can choose to get more armour. It can adapt to so many different playstyles.
The original DOOM games had hitscan enemies - being the Zombieman, Sergeant, Chaingunner and Spider Mastermind. But all apart from the Spider Mastermind are easy kills to offset the damage they put out, and the Spider Mastermind's the final boss of DOOM 1 so that's forgivable.
So far Half-Life is the creepiest one, after you realize what lots of adrenaline and morphine do to your sanity. I still wander how Valve managed to make dismembering of your enemies' corpses so addictive to many people, i mean... Gordon was the one abusive to drugs, but not me. Such detail makes me hate this *HEV Mk. IV.*
Medal of Honor Airborne has the best health system in my opinion, 4 health bars, get shot mid 1st health bar, take cover, you will get back your health, get shot over one bar, you wont recover it by taking cover, but by finding a health pack
Chronicles of Riddick had a great health system. Your healthbar was segmented and you regenerated, but only within the current slice of your health bar. You had a little bit of leeway, but other than that you needed to keep an eye out for healing stations and avoid taking too much fire.
I personally believe that adjusting for "player skill" is kind of stupid, and gives a sense that you're playing the game wrong. Difficulties like "Extra-brutal," often seem frivolous to play on, while anything less seems like you're not playing the game right. This problem is further exaggerated when there are achievements for beating a game in the hardest mode. Platformers like shovel knight and mario odyssey have one difficulty, where it's your fault if you fail. I don't think it's wrong to give more health packs to players with lower heath, but it seems unfair to dumb down the game for bad or impatient players. I understand game developers want people to see as much of the game as possible, but "skip section"-like mechanics, like infinite health for bad players, are never good solutions.
yeah i don't really like the "game director" solution to the problem. specially games where you get stuck and it lowers difficulty before you can improve your skill to surpass the challenge. that fucking sucks.
I think it's worth some introspection into why you think adjusting for player skill is stupid. What do you think is the point of a game? If you think it's about getting the bragging rights to say "I beat this game", then I can understand why you would want that statement to actually mean something. But not everyone plays for that reason. A lot of people are just trying to relax and enjoy the game for what it is. They struggle with everything else in life, and they're playing a game specifically to escape that struggle. There will be games made to suit you, and games made to suit others. Please understand that if everything suited you, a lot of others would have nothing to suit them. It's not stupid, it's just not what you prefer.
SuperCaleb283 That’s a good point, and I agree with the sentiment that “I shouldn’t play games to feel like I did my chores.” But there’s a line between that and just choosing how challenging the game is. It’s very rare to see games where “Easy-Normal-Hard” is an actually helpful choice. It gets yet more complicated because of the design of harder sections; some games like rayman legends feel rewardingly challenging, while games like Fallout 4 just feel like you’re choosing to slog through more bullshit. But in any case, the options a player has should be in how they want to play the game or complete an objective, not in how much health the enemies have.
Peter Greve now THAT I can agree with. Figuring out how to make a game legitimately feel more difficult while still feeling fair is a challenge, and some developers decide to take shortcuts and use the easiest way to solve the problem, which is usually not very effective. And yeah, "difficulty settings" should really be more descriptive so you can make a reasonable decision about it.
I'm a lover of the hybrid health system we see in Halo CE and Mass Effect 1. It rewards or punishes players for their skill level while still providing enough of a buffer (in shields) to make even the hardest sequences beatable.
Great video, man. I remember BioShock being the outlier in health systems in an FPS. Health and Eve were regenerated with pickups rather than over time. I always thought it felt like much more of a natural and skill based type of gameplay.
it's pretty disturbing to see younger people consider one of THE most basic form of "health management" of all time be considered "outliers" nowadays. Just shows how deep and hard that Halo/CoD regen-health trash has been rooted in the younger generation's minds.
i love escape from tarkov's health system because you can never really heal, you can only slow your death and attempt to escape. if you get shot in the leg you can just magic a new leg, but you can use painkillers to push through the pain temporarily.
I agree, Wolfenstein 2 is WAY worse than Wolfenstein 3D! I think you mean the marketing of games, and how developers like copying other developers. But that doesn't mean the copy's aren't bad. Halo is a great game, and it's basically Half Life in space. Dead space was awesome even if it was a copy of RE4. The problem is that developers need to create their own ideas.
@@help_there_is_a_fire4989 halo got worse with halo 5, and dead space got worse with dead space 3. Kinda sucks now I think about it. I grew up with them.
I remember playing Medal of Honor: Allied Assault when I was younger. There was a winter town map with snipers, and you had to escort someone. I managed to get pretty far into the level, I quicksave, then mission failed because the person I had to escort died. Quickload resulted in instant death.
I think the recent Far Cry games strike the best balance. Health regenerates a little bit, so if you get shot once, it will heal, but get shot 2-3 times and you lose a section of health, and have to heal. Perfection.
When you said some levels werent even playtested, it reminds me of my recent MoH AA Hard difficulty playthrough. While the game probably wasnt balanced around hard mode, dear god is it brutal. A Kar98 shot drops you by 30 HP, MP-40s hit for 9 each with massive aim punch, an MG-42 is pretty much instant death. The later levels were incredibly brutal. Thank god for quicksaves.
I really like the system in Verdun. Pretty much every weapon is a one hit kill but they're also pretty slow and unwieldy, which can make it hard to hit. Therefor if someone gets a near miss the screen will turn grey, which tells you to duck down and get into cover and wait until your guy has got himself together again.
I personally like having limited health the most. It makes exploration of the levels to find health if you are struggling an important thing if you are less skilled. If it's too hard there are difficulty settings in most games for a reason.
I think the Game development team for COD WWII were trying to emulate a relationship building companion with you when it comes to the health kit-vending machine Zussman, a bit like Alyx from HL2 or Elizabeth from Bioshock Infinite.
I think the single player Red Orchestra 2 had a great way to implement health regeneration and capture the feel of the setting. For those who haven't played it, your health regenerates rather quickly, but bullets in the game also act more accurately, being able to shoot through thin fences, boxes, and the like, and dealing far more damage.
0:50 he did it again!
Helalolot XD
Helololololololot
halo f alot
As a fellow android I also understand the struggles of glitched text to speech.
Helalololot more sense xd
"I know you have one down your pants mister, and I know you're waiting until I'm gagging for it before giving it to me" -Philip 2018
;)
Im so perverted..
benis :DD
I didn't even realise that joke until I saw your comment lmao....
Oh yeah also "...and began to watch out for the classic big hard throbbing red vision warning system that signaled to me when it was time to hide for a while."
If you voiced audiobooks, i would buy every single one
me too
Soothing, therapeutic voice
philip got dat asmr boi voice if you feel me fam
Same
Hol up
FRIENDLY FIRE WILL NOT BE TOLERATED!
Unless you press X to tolerate friendly fire.
I hate it, this system is boring
Fun fact: In Cod World At War (2008, also a WWII setting), there's 2 campaigns that you switch between when going through levels; The campaign of U.S. marines on the pacific front fighting the Japanese, or some Russians invading Berlin. During the marine campaign, if you shoot teamates too much, it says the typical "Friendly fire will not be tolerated!" message as shown above before throwing you to the last checkpoint. But, if you shoot too many team mates during the Russian campaign, it'll instead say "You are a traitor to the motherland!"
YOU NEED TO CONSTRUCT ADDITIONAL PYLONS
bleh bleh in CoD 2 it's also the same thing
5:33 “This new approach hints at where the series is heading. It’s not getting harder or easier, but merely more consistent”
*Next game is a futuristic, multiplayer only, battle royale game
They were different teams though
My favorite health systems were always the -sudo- pseudo regen systems, so kinda like halo where you'll always have shields or like in the old mercenaries games, where you only regen your last 20 health, so that way you're still punished for mistakes but you'll always have a minimum amount of health available in order complete a level.
vgamesx1 is not in the sudoers file. This incident will be reported.
Pseudo*
Dallas thank you, I forgot how it was spelled only remembered how it was pronounced.
In Max Payne you would always regen to 25% health if below that. Punishment for getting hurt, but would not leave you in a situation where you are stuck with so little health you go down instantly the second someone spots you.
i think far cry's regenreating slot system is quite good. just the self-healing is totally OP
"The health system is being used to manipulate the player behaviour".
You're totally right, and I think a very good example (that I was surprised you didn't mentioned) is *DOOM 2016* . If we had a regenerating health system or a pick up health kit system, the developers would encourage the players to sit on a corner and snipe the enemies from far away. So what they did to solve this problem and make the experience more engaging was to sort of combine both systems, they added "critical hits", basically, when you have done enough damage to an enemy, he will be stunned for a few seconds, giving you the choice to instantly kill him, with the plus that when you do that you gain ammo and health. What this does is basically encourage the players to play more agresivelly and take risks.
And a completelly different aproach is from software's dark souls series, as you might have heard, dark souls is very hard and unforgiving. You can only heal by drinking an estus flask (basically using a healthkit) and you have limited flasks. The only way to recharge the flasks is to rest on a bonfire (which is some sort of checkpoint), however, if you rest on a bonfire all the enemies you have killed will spawn once again, so the game encourages you to manage your health and play very slowly, constantly putting you on situations of "I have no estus flasks, what should I do, go to the last checkpoint and do the same section again or risk it and look for a new bonfire".
Anyways, I really liked the video :P
About the Dark Souls thing, on occasion I've gotten Estus flasks for no reason (sometimes I leave the game on to go use the bathroom or eat something) and after a little bit, my character's head glows a moment and I have another Estus flask. So, I'm not sure what that is all about.
I think he mentioned the Doom 2016 thing in another video.
L7vanmatre Looking to buy a new house? Here’s what you need to know about down payments in the coming year.
What?
L7vanmatre Are we talking about Dark Souls 3 because in that game when you kill a Enemy they Sometimes drop Estus which you automatically get for your flask
Oh no, sorry. I forgot that some might take the sequels in mind, heh. Nope, I only have the first one so far. And once was shortly after I killed an enemy but another time was when I was essentially idling, then I took control again and walked around and it happened.
wait what is the music
Jusu mitä *sä* täällä teet
Jusu music in what exact moment in the video?
0:06 steventhedreamer - Electronic Voluntary
2:20 I have no idea what the song is called
4:36 steventhedreamer - Digadig
Hope I could help despite not knowing one of them
Kark you're a timesaver, mate! :D
At some point the music was fartsounds
That tasty music sync at 0:07
.
11Cent .
G's Realm .
11Cent dot
Nikola Kraev .
The best system is by far the system in games like FEAR and in Max Payne. Where you instead have an inventory of health packs at your disposal to use when you need it the most. This let’s you be more strategic about when to replenish your health compared to others where it always seems that I get health when I don’t really need it.
Also in Bioshock 1 & 2
its basically the standard rpg mechanic. items which you pick up ( and there might be a huge variety of different healing items that affect you differently ) and which you use whenever you want. Its been around since the 90s, and as you mentioned was already in max payne. Having some wanker throw pouches at your mug isn't indicative of games 'getting better' imo.
Which lets you fill your inventory and not feel as much tension at certain points, and takes control of difficulty and challenge away from the designer.
To each his own, and I understand that playstyles and subjective opinions of games can differ wildly but I don't find that sort of thing fun, especially as the sort to pick up all that I can find and carry. I'd rather let the designer save me from that and how boring it can get.
Basically, inventory management is pretty boring, but still irresistible for someone who wants to do as perfectly as possible through things other than main gameplay skill.
rpg health pick ups are often stackable, you pick them up without having to lose inventory space. same with max payne - you dont even have an inventory there, just a painkiller counter.
If only real life food healed broken bones, cut limbs etc.
There would be fewer hospitals.
it's such a shame that all they do is supply us with nutrients we need to survive
And a lot more world hunger.
And there would be overpopulation
“This bread is delicious!”
If anyone gets this I would be so happy
Fewer*
I really like the idea of this system but feel that there should be limited amounts of drops from the squadmate and more health kits before encounters. You don't want the player to be hiding or waiting for the squadmate to give them health as it slows down the experience but you also don't want players being able to beat any encounter just by waiting it out with a slow but infinite supply of health. A different way you could balance this system is if you made the enemy AI more willing to push forward if the player isn't shooting at them as much.
so basically the system that was in every COD game pre- black ops 2 where it was removed because people didnt like being legitimately outplayed by the ai and not just dying to stupid mistakes
Yeah pretty much.
Though it also brings up another problem with health packs. Encounter "signalling", wherein you enter a room and find a bunch of health packs and boxes of ammo for various guns? You know a big fight is about to happen and kind of takes the punch out of some encounters. Honestly, I am all for the health pack thing in CoD WWII, as Zussman does hand them out so long as you're making progress and never really felt like I was sitting twixt his legs for a health pack. It encouraged me to push up and take that risk of losing health, and then I realized maybe I should be smarter with the health packs I have in my pocket and play a bit more intelligently so that way if Zussman does decide to hand me a health pack or I find one laying around, I have that buffer of safety. Compare that to pushing, getting red all over your screen, and then hiding in a hole until the red goes away. Regenerating health (especially with low health pools) seemed to encourage, in my mind, run and gun gameplay. Not Doom's "push forward" style, but as in running across to the nearest hole while firing at the enemy and then waiting to heal. It changed the pace into something that felt less like pushing forward and more like a shooting gallery where I could only get the prize once I had run from one side of the encounter to the other, back and forth, and all the enemies on that particular line were down. Health packs, again in my opinion, seem to encourage you to push forward instead of hiding.
Gracemeria in IW if you played the "Specialist" difficulty they have a health pack like system. But not only does your health go down. Your limbs get damaged. If you get shot in one leg you start limping. You get shot on both legs you fall down and crawl. If you get shot on the left arm you hold your weapon one handed and the aiming sways. If you get shot on the right arm you can't shoot your weapon. To fix your self up you have to inject yourself kinda like a health pack but you only get 4. There might be some laying around and enemies drop some.
I kinda like that system. Its a pain in the ass but I like a challenge. Also if you get shot on the head
your helmet starts to crack. Enough shots and it breaks. You need to find another one or else you suffocate
Actually I think being able to beat any encounter by just waiting it out is exactly the intention of the devs. They want less skilled players to be able to take a slower approach and not be forced to move up. Skilled players will move up on their own, they will happily do so for the reward of more intense game play. But if you're new to shooters then there's probably a lot of basics that you'll need to learn and you can definitely still learn those if you take your time.
I protect my health bar with my life. It is that important to me.
"Health system in games" 10% games 90% Call Of Duty
Cod has dominated gaming for a decade
"dominated"
It dominated gaming until Modern Warfare 2 came out, then it just kinda turned into a game with angry kids and laughing trolls.
CheekiBreekiLoner true cod was better before now its just filled with kid with shit skill that say to everybody fuck you cheater
evriwan is haxxorz riported
what's that fart music 2:22?
benny K ikr wtf xdd
Knowing Philip i'm 99% sure its something he made himself :)
dedication to a fart joke
The German officer killing him over and over
It's the Fartmix 2018 you can check it on youtube
My favorite health system is the Halo CE style of regen and health because on normal its the perfect amount of forgivingness and punishment. Play a situation right and you won't lose andy health but play poorly and you lose health and need to find a kit. Also, the reason I like it is that unlike half life and other health bar based games If you get low on health you aren't is constant fear that somebodies sneeze will make you flatline because the shield can take a few for the team. Sure, your still cautious from low heath but your not spazzing out fearing that a spitball will kill you.
I still don't like having to play it safe when on low HP. Halo is best played when you jump into the middle of the action, having low HP is a deterrent to this
The armor can take alot of hits before it's gone, so it still allows you to jump into action.
And I think low health should be a punishment to too reckless play, it should say " you *&%$ed up, get a medpack and play better next time."
I think half life with a slight modification is the best health system
Instead of the armor absorbing most of the damage, it should absorb all of it that way even if you have 1 HP, you can take a few hits without dying assuming you still have armor
In addition to that
The player should have far fewer HP as well as pistols and rifles of the same calibre doing similar damage to said player
When you have no armor it should only take 2-3 shots to kill you
And don't forget in reach they had the 'partial regeneration' system.
The Wolfenstein series does it pretty well. If your health goes from 100 to 42, it will go up to 50, but stops there. It doesn't make you feel like a superhero. It'll make you think about your next move, and I love it. For me, health regeneration completely ruins games. I want a challenge, not to be Superman.
My thoughts exactly, Wolfenstein does a brilliant job of balancing the both worlds with the regen every 20hp. It keeps the challenge and need to manage health resources but at the same time it gives you a fighting chance if you got your face mashed into 1hp.
Khem, Far Cry 2. Did that.
Like in gta 5
like doom 4
no regen
Covem But superman has villains strong enough to pose a threat.
I think regenerating health was introduced due to hitscan weapons being unavoidable most of the time. Some games, like Halo and Far Cry use health regen and old-school health as hybrids and I think these games benefit from that. I am however against health regen for a game that doesn't belong in. How game devs use that as a default template and shove it in, because it's the safest bet to make all levels fair and completable to everyone. Lowest Content Denominator.
One important distinction to make is the type of enemies an FPS has. Halo has a regenerating shield, but so does the covenant elites and brutes. So both the player and enemy health regenerate when a player seeks cover. That forces the player into being more aggressive playing the game and completely down their shields before retreating. And trust me, that makes a difference.
Cod 2 on the other hand, which introduced regenerating health to the series, does not feature enemies that automatically heal themselves. But it does have endlessly respawning hordes of nazis. So I'd say I'd say that regenerating health actually fit cod, because the game design makes camping impossible, a player must flush out the enemies to advance.
One health system I quite liked was Deus EX HR, where the health would regenerate up to 100, but you then had to use food and meds to reach 200. That's basically a reversed Halo CE system, where the regeneration is below the med packs. And system is very fitting for Deus EX, since it forces the player to be careful and use stealth.
Elizabeth from Bioshock Infinite - She was throwing health, salts, ammo packs whenever you need one... Most of the time at least...
We Burn the animation in ww2 reminded me of Elizabeth.
Booker! Catch!
there are countless other games that had a similar or identical health systems.
Even HL2 has this system...The Rebel will give you health pack and ammo. Now I think about it, hl2 has 3 health system, health pack that you pick up and instantly heal up( but need to break the supply box, charger that you need to clear the area to use it but give you more health and HEV suit energy ,rebel that give you infinite health pack and ammo but you need to keep them alive. Who says there can only be one health system in each game?
Next will be unlimited health, never die so it’s more interactive
KnoxMLG
Wtf
press ` and type god in most games. boom you got it.
Unlimited health as long as your bank account has money and credit card info is saved in the game account ;)
Sarcasm one dollar, one health point.
But instead of dying, you have to wait 10 minutes when an enemy captures you.
2:15 Philip mentions farts.
*Fart music begins.*
i have to shit so bad but your videos are worth being constipated over keep up the good work philip
Thick Smoothie Why not both?
I am currently sat naked in fluffy socks watching this video, I must add it is rather pleasant
i ran out of paper towels after last night so cleanup would be unpleasant
Just wipe your ass with phillips content.
Joking, love you phil
Wash your ass when you're finished
my sink aint that deep
I like how DOOM (2016) handles health. It's non-regenerating and found in health packs across the map, but it is also dropped upon killing enemies and more so when you're at low HP. So if you're low on health (or you're playing Nightmare mode, where Imps can kill you in 3 or so hits) quickly kill a weaker target and get your health back up.
"Health Systems in first-person shooters" would be a more fitting title.
Doom 2016: Running out of health? Rip it off from the enemy.
love your content, the nostalgia it gives is astonishing
I still think Half Life 2 does it best, with few exceptions where it is completely redesigned to fit the specific game design, such as in DOOM 2016. Half Life 2 makes health matter as something throughout the level, but is forgiving in giving you health throughout so you don't find yourself stumbling on 4 health for entire chapters (*cough* Half Life 1 *cough*)
It also makes difficulty a lot easier to change, vary or tweak in the level. You can put less supply crates or health packs in the level, or make health packs less likely to come out of crates (or even put something to hint at what the next section of the level requires, such as grenades. It's worth noting that Valve does this extremely well both small and large scale, and specially in Half Life 2.)
It rewards good players with an easier ride through tougher sections as they have more health to fall back on, as well as giving them other items instead of health, and doesn't punish players who took a lot of damage either. Challenges can last much longer and it all feels tied together, as is one of the games major ideas, instead of a single encounter being a short challenge that ends and is forgotten about due to an infinite and steady supply of regenerating or other health from systems such as the one discussed in this video.
It really does give you the best of both worlds, and fits Valve's philosophy of never letting you get completely stuck as well as Half Life's connected world. You get health when Valve says you can get health, and it's all action until then, although it might encourage constant quicksaving a little too much.
I read this entire comment and I agree. Developers just shove regenerating health in nowadays
Update: I do not still think Half-Life 2 does it best.
@@h4724-q6j Why not?
@@crabby4447 In short, it removes basically all intent from the placement of resources within the level design and makes it impossible to deliberately give the player limited or specific resources. You're never far from the next crate, so losing health (or otherwise wasting resources) doesn't matter long-term.
@@h4724-q6j Oohhh! See I disagree! LD's still get to strategically choose the placement of crates and I think they were able to very effectively limit the player's resources... Think about Ravenholm where you are basically forced to use the gravity gun because of how they limit your ammo, even after that your limited to shotgun ammo for a while.
This guy can make health interesting and still be comedic.
I lovee how the gunshots match the music in 0:08
>when the health kits you pointed out in l4d2 are perma spawns
Philip, can you do another video but on HP system in more mecha-like games? They clearly use other systems and it'd be interesting to see your opinion on them.
The usual is a mix of Raw HP and an energy shield that depletes before the hp does and recharges, while the HP doesn't. This works as a safezone where you can get shot at and not worry too much.
It's most interesting when games mix this energy shield with other energy-powered stuff, that all drain from the same pool (for example, Battle Engine Aquila uses the Energy both as shields and as "flight fuel", forcing you to land if you want to recharge it... to the many dangers that await on the ground war)
Trespasser is the Earliest game I can recall that had regenerating health.
I scrolled down and searched for anyone mentioning it specifcally. An honorable mention, as with many things Trespasser did first, even if not terribly well.
0:50 HE MEMED IT AGAIN
It seems like he does that whenever possible, especially in the most recent vids.
I absolutely love it %)
HELLELELALOL
Philip love how you continue to find great ways to explore gaming!
This fart background beat is driving me crazy @_@
You playing MOH:AA bringed back so many memories
hellelelolottt
Epic dank meme reks Philip
One of the few youtubers that grips my attention the whole way through
The problem is that hitscan weapons aren't fun to go against without regenerating health. In order to shoot enemies, you have to put yourself at risk, and you WILL get hit unfairly. That's why regenerating health was implemented. The challenge isn't in avoiding bullets altogether but in mitigating the damage that one takes.
But in games like doom, almost all projectiles travel at a slow speed, and you, as the player, are able to move quickly enough to avoid the attacks. That's why old-school FPS games can get away without regenerating health.
yep. that's why hitscan enemies are used sparingly in doom and duke3d, and when they are, they have shit accuracy. hitscan enemies suck.
I played half life 2 a couple of years ago. The game is great. But god i hated the hitscan enemies with no regenerating health. I know you are not getting punished, becouse there are plenty of kits around to keep your health up, but it feels like it, and you are worried to loose health all the time, and you will no matter what you do. Halo did it better, but still when you go down to 1 hp you feel a bit desperate. Payday 1/2 is really good, especially becouse you have tons of different ways to recover health, or you can choose to get more armour. It can adapt to so many different playstyles.
The original DOOM games had hitscan enemies - being the Zombieman, Sergeant, Chaingunner and Spider Mastermind.
But all apart from the Spider Mastermind are easy kills to offset the damage they put out, and the Spider Mastermind's the final boss of DOOM 1 so that's forgivable.
*HAS SNIPER JACKEL FLASHBACKS*
Toori Baba
Half life is good but doom is absolute shit.
Zussmans pants with the health did win him my heart, and i was devasated near the end
So far Half-Life is the creepiest one, after you realize what lots of adrenaline and morphine do to your sanity. I still wander how Valve managed to make dismembering of your enemies' corpses so addictive to many people, i mean... Gordon was the one abusive to drugs, but not me. Such detail makes me hate this *HEV Mk. IV.*
I needed this quality content
Was this video about health regeneration in games or cod?
COD 2
It's a joke guys...
Medal of Honor Airborne has the best health system in my opinion, 4 health bars, get shot mid 1st health bar, take cover, you will get back your health, get shot over one bar, you wont recover it by taking cover, but by finding a health pack
Analyzing the single player of a COD game LMAOOOOOOOOOOOO
I thought he was talking about a history of regenerating health by just cod
Underrated channel, needs more subs
Nice job philip!
Chronicles of Riddick had a great health system. Your healthbar was segmented and you regenerated, but only within the current slice of your health bar. You had a little bit of leeway, but other than that you needed to keep an eye out for healing stations and avoid taking too much fire.
Very intresting nice video
I'm so glad that I could contribute 😊If anyone can make subtitles in their own language for Philip's videos, please do. Your awesome!
Best solution = health kit + regenating health only when very low
Benoit Adam Like in GTA V
killzone 1
Far cry 2 and halo (only shield regen)
Halo: Reach.
Original F.E.A.R. in a nutshell
Peter Jackson's King Kong did the "Bloody screen - so real!" system and beat COD2 to market by a month.
Not really. CoD 2 released on October 25, 2005 and King Kong released on November of the same year.
COD IW had healthpacks in the hardest difficulty, just saying...
*Yes, I pirated that shit game*
Glad you don't bought that
I love your videos, you make so many of them with unbelievable quality and they are all so detailed and informative. Thank you for your efforts.
Your music sounds like it’s farting 3:50
That 4K gameplay of MOH with tiny compass and health bar tho
What's with the fartstep?
Well spoken and very informative!
I subscribed👍🏻
I personally believe that adjusting for "player skill" is kind of stupid, and gives a sense that you're playing the game wrong. Difficulties like "Extra-brutal," often seem frivolous to play on, while anything less seems like you're not playing the game right. This problem is further exaggerated when there are achievements for beating a game in the hardest mode. Platformers like shovel knight and mario odyssey have one difficulty, where it's your fault if you fail.
I don't think it's wrong to give more health packs to players with lower heath, but it seems unfair to dumb down the game for bad or impatient players. I understand game developers want people to see as much of the game as possible, but "skip section"-like mechanics, like infinite health for bad players, are never good solutions.
yeah i don't really like the "game director" solution to the problem.
specially games where you get stuck and it lowers difficulty before you can improve your skill to surpass the challenge. that fucking sucks.
yeah
I think it's worth some introspection into why you think adjusting for player skill is stupid. What do you think is the point of a game? If you think it's about getting the bragging rights to say "I beat this game", then I can understand why you would want that statement to actually mean something.
But not everyone plays for that reason. A lot of people are just trying to relax and enjoy the game for what it is. They struggle with everything else in life, and they're playing a game specifically to escape that struggle.
There will be games made to suit you, and games made to suit others. Please understand that if everything suited you, a lot of others would have nothing to suit them.
It's not stupid, it's just not what you prefer.
SuperCaleb283 That’s a good point, and I agree with the sentiment that “I shouldn’t play games to feel like I did my chores.” But there’s a line between that and just choosing how challenging the game is. It’s very rare to see games where “Easy-Normal-Hard” is an actually helpful choice. It gets yet more complicated because of the design of harder sections; some games like rayman legends feel rewardingly challenging, while games like Fallout 4 just feel like you’re choosing to slog through more bullshit. But in any case, the options a player has should be in how they want to play the game or complete an objective, not in how much health the enemies have.
Peter Greve
now THAT I can agree with.
Figuring out how to make a game legitimately feel more difficult while still feeling fair is a challenge, and some developers decide to take shortcuts and use the easiest way to solve the problem, which is usually not very effective.
And yeah, "difficulty settings" should really be more descriptive so you can make a reasonable decision about it.
Medal of Honor what a game that was, I remember it being so graphic back when I was a child and it was one of the most exciting FPS I have ever played
Great video
Bushido Blade had the best health system ever.
They really need to bring back and redo them.
Good video!
Yay more vids
I'm a lover of the hybrid health system we see in Halo CE and Mass Effect 1. It rewards or punishes players for their skill level while still providing enough of a buffer (in shields) to make even the hardest sequences beatable.
omg, i hope he mentions DF :D
D: he didnt, oh well..
It was inevitable.
this is truly horrifying,
Great video, man. I remember BioShock being the outlier in health systems in an FPS. Health and Eve were regenerated with pickups rather than over time. I always thought it felt like much more of a natural and skill based type of gameplay.
it's pretty disturbing to see younger people consider one of THE most basic form of "health management" of all time be considered "outliers" nowadays.
Just shows how deep and hard that Halo/CoD regen-health trash has been rooted in the younger generation's minds.
@@GugureSux Why Are You People Such Assholes Jesus Fuck.
@@GugureSux ...
Whats this farting in the background?
Would love to see this kind of video about Difficulty Systems in games generally
2kliksphillip > 3kliksphillip
3 > 2
Quick mafs
indeed
Kliksphillip > 2kliksphillip > 3kliksphillip
It's 3kluksphilip ya dong
oh shit sorry
Wonderful video man, it brought back a lot of nostalgic feelings!
Ralexand
Yeah, i too.
TypOhneBart what
Oof
Resident Evil 7 makes it realy scary with the health system.
NOTICE ME SENPAI PHILLIP!!!!
ThisNameIsntCreative you will not deny me my quest for my senpai
i love escape from tarkov's health system because you can never really heal, you can only slow your death and attempt to escape. if you get shot in the leg you can just magic a new leg, but you can use painkillers to push through the pain temporarily.
games are not getting better
Neither is your life.
Raafy wp
I agree, Wolfenstein 2 is WAY worse than Wolfenstein 3D! I think you mean the marketing of games, and how developers like copying other developers. But that doesn't mean the copy's aren't bad. Halo is a great game, and it's basically Half Life in space. Dead space was awesome even if it was a copy of RE4. The problem is that developers need to create their own ideas.
@@help_there_is_a_fire4989 halo got worse with halo 5, and dead space got worse with dead space 3. Kinda sucks now I think about it. I grew up with them.
0:08 Took me 5 years to realize just how well synced up the gunshots were with the music
I remember playing Medal of Honor: Allied Assault when I was younger. There was a winter town map with snipers, and you had to escort someone. I managed to get pretty far into the level, I quicksave, then mission failed because the person I had to escort died. Quickload resulted in instant death.
The music in these videos are so good!
BLOODY SCREEN SO REAL!!
I think the recent Far Cry games strike the best balance. Health regenerates a little bit, so if you get shot once, it will heal, but get shot 2-3 times and you lose a section of health, and have to heal. Perfection.
Wow you did a great job with this video!
That medal of honour health regen sound gave me serious nostalgia lol
I really want more videos like the sleep disruption series or the game making journey. I think I like 2kliksphilip more than 3kliksphilip.
I like your essays, Philip
Im late,but so HAPPY that you talked about CoD 2- Its my childhood game :D
You should look into Escape From Tarkov's medical system. Its fairly simple but complex enough for more hc games.
0:51 Hellallallalla lot more sense :D You did it again Philip
When you said some levels werent even playtested, it reminds me of my recent MoH AA Hard difficulty playthrough. While the game probably wasnt balanced around hard mode, dear god is it brutal. A Kar98 shot drops you by 30 HP, MP-40s hit for 9 each with massive aim punch, an MG-42 is pretty much instant death. The later levels were incredibly brutal. Thank god for quicksaves.
that medal of honor allied assault gameplay brought me back
No video is shit from 2kliksphilip. Continue with great work
5:24
1,000 points to Gryffindor for that Arrested Development reference
I really like the system in Verdun. Pretty much every weapon is a one hit kill but they're also pretty slow and unwieldy, which can make it hard to hit. Therefor if someone gets a near miss the screen will turn grey, which tells you to duck down and get into cover and wait until your guy has got himself together again.
The regen health thing also simulates you taking cover from fire, forces people who go run and gunning to take some damn cover!!!
I personally like having limited health the most. It makes exploration of the levels to find health if you are struggling an important thing if you are less skilled. If it's too hard there are difficulty settings in most games for a reason.
that last bit blew my mind
0:52 again with the helalalot, Philip.
I think the Game development team for COD WWII were trying to emulate a relationship building companion with you when it comes to the health kit-vending machine Zussman, a bit like Alyx from HL2 or Elizabeth from Bioshock Infinite.
All I can think of when Zussman throws a health kit is "Booker, catch!"
Phillip's innuendo game is so strong
I think the single player Red Orchestra 2 had a great way to implement health regeneration and capture the feel of the setting. For those who haven't played it, your health regenerates rather quickly, but bullets in the game also act more accurately, being able to shoot through thin fences, boxes, and the like, and dealing far more damage.