Encyclopedia of health
The idea to see in the game more realism occupies the minds of gamers for the long time. And, as a result of burning demand, the developers are also looking for ways to make games more realistic. More precisely, they are looking for a middle ground between the complete ignoring of the laws of the real world and prescribing the Brownian movement of atoms for a bowl of porridge on the table. And if the first extreme may not only interfere, but also emphasize the uncomplicated gameplay, then the second has a number of headaches for any author. Firstly, strong realism requires a large number of human hours. Secondly, it requires a heavier iron, which is not able to afford some private. And thirdly, excessive realism can greatly ruin the dynamics of the game. If a simple scientist in a superkostyum is not able to shoot special forces and aliens, Half Life will become a boring gray game.
And then the developers begin to compromise with realism and bring conventions into the game. Especially these neglect of reality relate to the health of the character, which to program with the proper degree of credibility, as if it are not possible. Even medical simulators like Surgeon Simulator (which, rather, mocks at reality) or Trauma Center (in which medicine is also shown very conditionally) cannot cope with this task. Where to compete with the laws of life to shooters, action or RPG? How hopeless everything is? Probably the easiest way to outline the scale of the problem in the form of a kind of top, in which I will try to build health and treatment in games according to my perverted logic and to the best of personal insanity.
And in the first place from the end There will be games like Portal, Call of Duty, Outlast, Agony and so on. That is, games where health is replenished through avoiding damage and dismissing time in a secluded place (as if I had nothing more to spend on!). Until they beat you, until they shoot at you – you are being treated. Therefore, hide behind the nearest angle and wait a bit.
And yes, of course, such a decision has gained its popularity for a reason. When the player does not need to look for a first -aid kit, there is no need to carry elixirs with them (oh, spoilers to the top! But without them), when a player can fly into a crowd of like a Rimbo, and after grabbing the cowardly lully cowardly, sit out behind a box, pronounce Mississippi several times and abruptly return to the battle in full combat readiness – this gives the game dynamics, speed, drive. And it no longer matters that realism is knocked down here at zero. The main thing is that the player is fun.
Somewhere nearby (count, Place 1.5) you can arrange games like X-Men Origins: Wolverine or Deadpool, Where the main character is treated in the same way at an incredible speed, but he has some fantastic justification for such abilities. Although, it would be more logical to allocate them in the “Outside category” section, but my personal demon advises me – no!
In second place from the end realism can be placed games in which treatment requires some actions, events or triggers, which are absolutely in no way related to the treatment of the protagonist. For example, c Batman: Arkham It is enough to break the Joker’s toy jaw, find the Easter Eastern Nigma either to conduct a more impressive combo, and Voila, the hero he deserves, receives not only experience, but also replenishes health. The Witcher 2 demanded to complete the battle, and then slowly regenerating health suddenly begins to strive for a maximum at the speed of the car. And in The Prince of Persia And Indiana Jones and the Emperor’s Tomb It is enough to drink from the nearest puddle, and the protagonist not only does not turn into a goat, does not pick up diarrhea, but also forgets how he was chopped by a saber five minutes ago and pricked with spears.
Third place It occupies a long endless series of games with first-aid kits, potions, herbs, activated angle and good obscenities in the ancient Elven, closing through wounds, fracturing fractures and returning the intestines that heed through the belly to the place in one fraction of the second. Examples must be given? Serious Sam, Wolfenstein, Doom, Half Life, infantryman from Alien vs Predator 1999-2000, Stalker, Resident Evil, Silent Hill..
Although, the last three and the like we will allocate them in a separate third category. A sort of 3.5 – Games in which a first -aid kit can be taken with you. And then cool guys like serious Sam and Blaskovich consider to carry some pills for treatment below their dignity, because at any time you can pick up bandages from the floor or eat dog food from a bowl. And the pockets of such heroes are not adapted for first -aid kits! There would be to fit all cartridges.
Here I would be distracted from the title topic and briefly delve into history (who is bored to delve into dusty attics, miss 5 paragraphs and 3 pictures and continue to read the top). It is impossible not to mention that instantly healing first -aid kits is one of the most classic ways to restore health. And therefore so common. This method goes back to those distant prehistoric times when the personal computer has not yet been personal. Examples:Double Dragon, Prince of Persia And Comix Zone. And at the same time, an equally old -fashioned way to represent the character’s health appeared – this is life at 1 CP, vanshots and respawn (Contra, Battle City). Moreover, the last option is almost supplanted by the mainstream, because the ordinary modern player is very offended by the death of his character.
And at this moment, an ordinary reader may have a question, and what appeared before – a chicken or an egg? A strip with a CP or a vanchot life with a limit of resurrection? Or maybe both, and then a split suddenly came? Or it all started with a complete hardcore, when the only death forced to start an abundant game again? We turn to Wikipedia, which cannot be believed, but I will still be.
And the first computer game in the https://nongamstop-casinos.uk/review/iwinfortune-casino/ broad sense of the word was an electron-line machine Nimatron 1940 year of release, which is a simple game for turning on and off the bulbs. And yes, this is predictable, but after someone’s victory, the game was restarted from scratch and without calculations. Together with Nimatron Combine all similar games where one life is one game. And the dispute is still unresolved. What appeared before? Life scale or a limited number of respowns with vanshots?
After Nimatron The games have not recorded the number of victories and defeats for a long time. The turning point became 1973 year in which two events of interest occurred. Somewhere in July, a slot machine was born with Space Race. The game is a asteroid field and two ships that should cross the screen. Touching the asteroid leads to death and return to the start – the very case of vanshots and respowns that I was looking for. Although the number of deaths was not limited there. But the player limited the time to pass the track. Take this game as the first case in the world when the first hit leads to death, but not by the end of the game.
And somewhere in the spring the game was born as part of the course work Empire, in which spacecraft had a health supply – consider the same scale of life. However, the game entered the industry fully and in commercial form only in the fall, which sharply leads us to a dead end, and the question of the chicken and the egg remains unresolved. On the one hand, a life scale appeared earlier, but only in the form of a student course, inaccessible to an ordinary player. And the other side, she gained a license only in the fall, and the released in the summer Space Race, It turns out that the first to introduce vanshots and respowns into the game process that do not require restarting the game. Therefore, I will put the answer to this question on your shoulders, O reader!
Let’s get back to the top. In fourth place In realism, absolutely the same first -aid kits, potions, purgen and a spell, but a slow action were located. Still, when after the drunk elixir your health returns to normal over time-it is much more believable than an instant effect. Examples – Oni, Diablo, The Witcher 3: Wild Hunt.
And perhaps, in position 4.5 I will arrange another row of games. Because a clear line between position 4 and 4.5 to spend quite hard. These are unrealistic games, but within the framework of their universe their characters can quickly regenerate from anything, but not from first -aid kits and not from potions. And within the framework of this universe, their regeneration is justified. For example, Prototype, devouring people and receiving health from this. Or a stranger from Alien vs Predator 1999-2000, which was also treated by eating people. Or Bloodrayne, which drinks blood. And other bloodthirsty creatures. Or Cryostasis: Sleep of Reason, where the hero was "treated" from heat, but at the same time the main enemy was the cold.
Fifth place. And again the first -aid kit. But already other, animated. The first -aid kits that have to be unpacked, which are accompanied by animation, with which the impression is that the hero really provides first aid for himself. Such first -aid kits as in Left 4 Dead (this sound of adhesive tape), or methods of treatment from a predator from Alien vs Predator 1999-2000. The latter, by the way, had a very spectacular animation – he inflicted a special substance on the blades of the knives, and then with a wild cry he burned his wounds, and it looked unrealistically cool at one time!
In the same place, in place 5.5, It is worth placing stationary first -aid posts that need to be reached, and which can have both an endless supply of ammonia and a limited set of doses or a scale. Examples – Chronicles of Riddick, Stationary medical stations from Half Life or Sin Episodes: Emergence.
AND in place 5.55 I will arrange doctors, as well as those who are trained to provide medical assistance to their associates in appendage to combat abilities. Of course, healing yourself is cool and brutal, but it is still better to entrust health and specialists health-this also needs courage. For examples we turn to Republic Commando and their defibrillators or Battlefield and the agents of morphine, raising from the other world of any poor fellow. Overwatch Perhaps we will not attribute to this series, because there the treatment is too cartoon and conditional. Healing music? Orb equilibrium? Magic Pendal Brigitta? Fe ..
In any case, all these examples are too simplified, too far from reality. In real life, not a single psycho will run into battle simply from the fact that he was injected with a ton of drugs immediately after a contusion and a divorced mine of his foot. Nevertheless, there are games that have taken to reality very close. And, since they are quite rare, I will change the rules and I will call specific examples instead of generalized groups with vague descriptions. And since the rules have changed, it is time and the top itself has come again. So, fifth place!
A In fifth place Far Cry – The second, third, fourth … not the first, for sure. No, I agree that Far Cry – more than arcade game. The main character makes explosions, calmly withstands the fountains of bullets, and is treated with the same morphine … until health reaches a critical mark. And here the very treatment begins that I am talking about. If you were wounded by a bullet, then the hero will get the pliers and begins to stretch the lead out of his palm. If you went through a fire, then the hero will begin to extinguish the flame. If you collapsed from a great height, then the hero will set the thumb for five seconds so as not to die. The very connection of injury and choice of treatment, the details of the process cannot but impress. No game is bothering at such subtleties. At least, I don’t remember these with a scum.
In fourth place – Call of Cthulhu. No, not the one who recently came out, but which Dark Corners of the Earth. The one in which at first it was cool and scary, and then the hero took a weapon and turned a worthy horror into a rather weak shooter. The one in which the hero dragged a first -aid kit with different devices for the treatment of various types of wounds. Seams are superimposed on lacerated wounds, bandages, fractures are treated with tires on bleeding. And the use of any of the means required time and rest. It was impossible to start fighting for your health in the middle of a hot shootout. With this approach, the game took such a step forward towards realistic health, which many do not dare to.
In third place Tom Clancy’s Ghost Recon 2001 (I do not know what happened with a long series of games further – I did not follow). Moreover, for me, this game has always been a standard of realistic attitude to health. Simply because I did not touch the second place, but in the first place cheaters. Here health is represented rather sparingly and inconspicuous. But deep in content, because the game does not allow to be treated in combat conditions. If your soldier was wounded, you are injured to the very end of the mission. And if your soldier got to the final, he will be provided with medical care after returning to the base … However, even after that, he will be a wound to pursue the character to the end of the game, actually means a durable injury, albeit a prolonged, not critical, but making itself felt by certain debuffs that interfere with the effectiveness of the game.
In second place Arma 3, military simulator (previous units and forefather will conventionally combine with this point). Yes, I never touched any of these parts that are amazing, and even Operation Flashpoint I saw only visiting a friend. But I appreciated the depth of study by videos and is ready to agree that here very realistically approached the health of the fighters. The treatment itself is a long process consisting of several stages. Each stage needs to be set manually. The player must understand what and in what sequence should be treated. For example, you need to pump the fighter with morphine, tighten the tourniquet, stop bleeding, apply seams and dressings, and do not forget to remove the tourniquet from the wounded at the end of the operation … It is extremely fascinated by detail! Although the animation is quite conditional.
Therefore, we have First place. And, as I said already above, the favorite is a cheater. I mean, cheaters. It is in the plural. The fact is that there are such games that, by their filling, strive for interactive cinema. And therefore, every injury, each treatment scene is drawn taking into account the little things, and the consequences of injuries may be accompanied by certain related events. This is and The Walking Dead, in which Clementine sewed a wound with terrible pain and appropriately changing picture. These are games from Quantic Dream, where, for example, Medison bandages Itan’s wounds after he crawled on broken glass.
But there is one important nuance in such games. The wound received and subsequent treatment is part of the planned scenario. And this is not the result of the player’s curves and the skillful actions of the enemy. You can’t suddenly start bleeding at any time of interactive cinema and hint: “Hey, ps, guy! Do not want a little morphine?"
The treatment scene is in the only place, tied to a specific moment of the game, it is worked out with special care and devoid of flexibility, devoid of freedom and element of chance. In most cases, it is even deprived of a choice. In the usual network jester, no one bothers you, being unconscious by Riper, to send Mersi in three cheerful letters in text or voice chat, and she may even listen to you and go to more useful colleagues … But to avoid the scene where Clementine sews up the wound on the arm, you can turn off the game – turning off the game.
On this, it was time to bring any conclusions. What is realism from the point of view of gameplay? Knocked down, leisurely game … In general, yes … such games as Arma And Ghost Recon not for everyone, not for mainstream. No, I carry nonsense in my conclusions.
In fact, a person in many cases himself does not understand what exactly wants. When the average player dreams that the game is close to reality, in reality he wants it to be better than reality, better than a gray and difficult life. Games trying to recreate realism, of course, well done, but the more they are well done, the stronger the game for an amateur. From the point of view of a conventional gamer, it looks something like this:
Realistic graphics should be as bright and lively as possible, so that everything is full and shimmers, so that it is more beautiful than outside the window. Realistic physics should spectacularly throw objects in all directions, and concrete should crumble into dust during hot shootings. Realistic intelligence should adapt to any combat conditions, but God forbid the guard who successfully examines the stones on the walls, turn to the player. The choice in the game should be complex and unpredictable, but the beloved character is barely perishable, the player in a panic clicks Alt+F4 to do everything again, just to save the hero life!
Yes, rare connoisseurs with great pleasure will postpone reality for the sake of a virtual simulator. But in fact, all this realism nafig did not give up to anyone. Everyone wants to be even better than in life. Few are even able to formulate and consciously say what exactly they want. Therefore, you should not hope that one day a game will come out that will recreate real life with the highest possible accuracy. Most likely, it will be doomed to failure. And this is just the case when dreams should remain just dreams.