Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In role-playing games, this typically takes the form of hit points ( HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat.
In game design, it is considered important to clearly show that the player's character (or other object that they control) is losing health. In his book Level Up!: The Guide to Great Video Game Design, game designer Scott Rogers wrote that "health should deplete in an obvious manner, because with every hit, a player is closer to losing their life". As examples of visualizing health loss, Rogers cited Arthur of Ghosts 'n Goblins, who loses a piece of armor with each sustained hit, as well as the cars in the Grand Theft Auto series, in which smoke begins to flow from the hood after the car takes a significant amount of damage.
The use of health points simplifies the game development process (since developers do not need to create complex damage systems), allows computers to simplify calculations associated with the game, and makes it easier for the player to understand the game. However, more complex and realistic damage systems are used in a number of games. In Dwarf Fortress, instead of health points, dwarves have separate body parts, each of which can be damaged. The Fallout games use health points, but allow characters to inflict damage to different parts of the enemy's body, which affects gameplay. For example, if a leg is injured, the character can get a Bone fracture, which will reduce their movement speed, and if their arm is injured, the character can drop their weapon. Health can also serve as a plot element. In Assassin's Creed, if the protagonist takes too much damage, thus departing from the "correct" route, the game ends and returns the player to the nearest checkpoint.
In some games such as The Legend of Zelda and Monster Hunter, only the player's health points are visible. This is done so that the player does not know how many blows still need to be delivered, which makes the game less predictable. Contrariwise, other games such as the Street Fighter series have both the player's and the opponent's health meters clearly visible, which allows the player to understand how successful their combat strategy is and how many remaining blows need to be inflicted on the enemy.
A number of games incorporate a regeneration system that automatically replenishes health if the character does not take damage. This makes the game easier to play by giving the player the opportunity to restore the character's health after a difficult battle. This system may allow the player to safely run through dangerous parts of the game without consequence.
Tag team games often regenerate part of the health of a resting character.
The indicator can be combined with other elements of the game interface. Doom uses a character portrait located at the bottom of the screen as such an indicator, in addition to a numerical health percentage display. If the hero takes damage, his face will appear increasingly pained and blood-covered. The health point indicator can also be part of the character. In Dead Space, it is located on the main character's costume. In Trespasser, it is represented as a tattoo on the main character's chest. In , a VR game, the indicator is located on the back of the player's non-dominant hand, requiring the player to physically look at their tracked hand to check their health. The character's condition can be conveyed through sound. In Dungeons of Daggorath, the frequency of the player character's audible heartbeat is dependent on how much damage has been received. Silent Hill uses a similar system, but transmits the heartbeat via vibrations from the DualShock controller.
The player character's health point indicator often occupies a significant position in the game's heads-up display. In The Legend of Zelda, it occupies one third of the HUD. However, a number of games do without such an indicator. In the Super Mario series, the player character initially only has one health point, and the character's appearance is used to signify the number of health points; if the character collects a Super Mushroom, they grow in size and gain an additional health point. In a number of first-person shooters, such as Call of Duty or Halo, the numerical value of the character's health points is hidden from the player. However, when the player character receives a large amount of damage, the game screen (or the part of the screen to which damage was dealt) is painted red, often including drops of blood, which simulates the effect of real-life injury. As health is restored, these effects gradually disappear.
Some of the first home computer games to use hit points are Rogue (1980), in which health is represented by a fraction, and Dungeons of Daggorath (1982), which includes an audible heartbeat influenced by the player character's condition. Action games also began moving away from one-hit deaths to health systems allowing players to take multiple hits, such as SNK's arcade shoot 'em up game Ozma Wars (1979) numerically representing an energy supply that depletes when taking hits and Mattel's Intellivision game (1982) allowing players to take multiple hits at the cost of reducing maneuverability.
Data East's Flash Boy (1981) for the arcade DECO Cassette System, a scrolling action game based on the manga and anime series Astro Boy (1952–1968), has an energy bar that gradually depletes over time and some of which can be sacrificed for temporary invincibility. Punch-Out!! (1983), an arcade boxing game developed by Nintendo, has a stamina meter that replenishes every time the player successfully strikes the opponent and decreases if the player fails to dodge the opponent's blow; if the meter is fully depleted, the player character loses consciousness.
Yie Ar Kung-Fu (1984), an arcade fighting game developed by Konami, replaced the point-scoring system of Karate Champ (1984) with a health meter system. Each fighter has a health meter, which depletes as they take hits; once a fighter's health meter is fully depleted, it leads to a knockout. Yie Ar Kung-Fu established health meters as a standard feature in fighting games. Kung-Fu Master (1984), an arcade beat 'em up developed by Irem, uses a health meter to represent player health, with the bar depleting when taking damage. In addition to the player character having a health meter, the bosses also have health meters, which leads to the game temporarily becoming a one-on-one fighting game during boss battles. Kung-Fu Master established health meters as a standard feature in side-scrolling action games such as beat 'em ups.
Health meters also began being used to represent hit points in role-playing video games, starting with The Black Onyx (1984), developed by Bullet-Proof Software. This inspired the use of a health bar in Hydlide (1984), an action role-playing game by T&E Soft, which took it a step further with a regenerating health bar. Namco's arcade action role-playing title Dragon Buster (1984) further popularized the use of a health bar in role-playing games.
|
|