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Health (game terminology)
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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.[1][2] 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.
Mechanics
[edit]In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked.[3][4] Protection points or armor help them to reduce the damage taken.[3] Characters acting as tanks usually have more health and armor.[2][5] In many games, particularly role-playing video games, the player starts with a small number of health and defense points,[6] but can increase them by gaining the required number of experience points and raising the character's level.[7][8]
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.[9]
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.[10] 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.[11] The Fallout games use health points, but allow characters to inflict damage to different parts of the enemy's body, which affects gameplay.[12][13] For example, if a leg is injured, the character can get a fracture, which will reduce their movement speed,[14] and if their arm is injured, the character can drop their weapon.[12] 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.[15]
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.[16] 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.[17]
Restoration
[edit]Players can often restore a character's health by using various items such as potions, food or first-aid kits.[18] In role-playing video games, the player often can also restore a character's health by visiting a doctor or resting at an inn.[19] A number of games incorporate a mechanic known as "life steal" or "life leech", which allows a character to restore health by siphoning it from an enemy.[20][21][22][23][24][25] Methods for replenishing health differ from each other and are dependent on the game's genre. In more dynamic action games, it is important to quickly restore a character's health, while role-playing games feature slower-paced methods of health restoration to achieve realism.[26]
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.[27]
Tag team games often regenerate part of the health of a resting character.[28]
Armor class
[edit]In some role-playing games, armor class (abbreviated AC; also known as defense) is a derived statistic that indicates how difficult it is to land a successful blow on a character with an attack; it can also indicate damage reduction to a character's health. AC is typically a representation of a character's physical defenses such as their ability to dodge attacks and their protective equipment.[29][30][31] Armor class is a mechanic that can be used as part of health and combat game balancing.[32] AC "is roughly equivalent to defensive dodging in war games".[29]
Presentation
[edit]
The health indicator can be represented in various ways.[15] The most basic forms are fractions and health bars,[33] as well as various icons such as hearts or shields.[34] More recent games can use a nonlinear health bar, where earlier hits take off more damage than later ones, in order to make the game appear more exciting.[35]
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.[36] The health point indicator can also be part of the character. In Dead Space, it is located on the main character's costume.[37] In Trespasser, it is represented as a tattoo on the main character's chest.[38] In Half-Life: Alyx, 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.[39] 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.[40] Silent Hill uses a similar system, but transmits the heartbeat via vibrations from the DualShock controller.[41]
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.[42][better source needed] 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.[43] 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.[44]
History
[edit]Hit points
[edit]The term "hit points" was coined by Dungeons & Dragons co-creator Dave Arneson.[45][46][47] While developing the tabletop role-playing game Dungeons & Dragons with Gary Gygax based on the latter's previous game Chainmail, Arneson felt that it was more interesting for players to manage small squads than a large army. This also allowed them to act out the role of each squad member. However, this approach had one drawback: according to the rules of Chainmail, the player rolls the dice during each battle, and depending on the number rolled, the character either kills the enemy or is killed. Because players did not want to lose the characters they had become accustomed to, Arneson created a "hit point" system based on similar mechanics previously used in the wargames Don't Give Up the Ship and Ironclads.[45][47][48][49] According to this system, each character has a certain number of hit points, which decreases with each blow dealt to them. This allows the character to survive several hits from an enemy.[45]
Some of the first home computer games to use hit points are Rogue (1980),[50] in which health is represented by a fraction,[51] and Dungeons of Daggorath (1982), which includes an audible heartbeat influenced by the player character's condition.[40] 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 Tron: Deadly Discs (1982) allowing players to take multiple hits at the cost of reducing maneuverability.[52]
Health meter
[edit]Before the introduction of health meters, action video games typically used a lives system in which the player could only take damage once, but could continue the game at the expense of a life. The introduction of health meters granted players the right to make mistakes and allowed game developers to influence a game's difficulty by adjusting the damage an enemy character inflicts.[53]
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.[54] 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.[55]
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.[56] 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.[57][58] Kung-Fu Master established health meters as a standard feature in side-scrolling action games such as beat 'em ups.[58]
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.[59] Namco's arcade action role-playing title Dragon Buster (1984) further popularized the use of a health bar in role-playing games.[53]
Regeneration
[edit]The 1982 Apple II platform game Crisis Mountain displays health as a number from 3 (full) to 0 (dead), which gradually heals one point at a time.[60] In Nintendo's arcade game Punch-Out!! (1983), a stamina meter replenishes every time the player successfully strikes the opponent.[55] In Hydlide (1984) and the Ys series,[61][62] the character's health (represented as both hit points and a health meter) is gradually restored when the character does not move.[63][64] Halo: Combat Evolved (2001) is credited with popularizing the use of regeneration in first-person shooters.[65] However, according to GamesRadar+'s Jeff Dunn, regeneration in its current form was introduced in The Getaway (2002), as Halo: Combat Evolved only used shield regeneration.[61]
Defense
[edit]Arneson is also credited for the term "armor class" which was used in Chainmail and then Dungeons & Dragons;[66][67] "although armor class might have been inspired by the rules in Don't Give Up the Ship!, there is not an explicit attribute with that name in the game's rules. [...] It seems more likely that Arneson's house rules for armor class never made it into the final published version of the wargame".[48] However, many role-playing games that followed Dungeons & Dragons moved away from the term "armor class" and simply replaced the term with "defense".[48]
See also
[edit]- Magic (game terminology)
- Experience point
- Medical state, a real-world indicator of health status for hospital patients
- Permadeath
References
[edit]- ^ Fullerton 2014, pp. 79, 130.
- ^ a b Moore 2011, p. 91.
- ^ a b Fullerton 2014, p. 130.
- ^ Brathwaite & Schreiber 2009, p. 225.
- ^ Schwab 2009, p. 85.
- ^ Adams 2010, p. 408.
- ^ Kremers 2009, p. 378.
- ^ Moore 2011, p. 142.
- ^ Rogers 2010, pp. 276–277.
- ^ Adams & Dormans 2012, p. 290.
- ^ Adams, Tarn (27 February 2008). "Interview: The Making Of Dwarf Fortress". Gamasutra (Interview). Interviewed by Josh Harris. Archived from the original on 2013-11-12. Retrieved 17 April 2014.
- ^ a b Burford, GB (August 21, 2015). "Fallout 3 Isn't Really an RPG". Kotaku. Archived from the original on October 30, 2020. Retrieved August 25, 2020.
- ^ Stapleton, Dan (July 2, 2010). "Exclusive Fallout: New Vegas trait revealed". PC Gamer. Archived from the original on April 25, 2020. Retrieved August 25, 2020.
- ^ Hernandez, Patricia (January 4, 2016). "Fallout 3 Beaten in Under 15 Minutes, A New World Record". Kotaku. Archived from the original on August 23, 2020. Retrieved August 25, 2020.
- ^ a b Rogers 2010, p. 172.
- ^ Martindale, Jon (October 3, 2012). "Let's Kill off Health Bars". Kit Guru Gaming. Archived from the original on May 28, 2015. Retrieved November 21, 2014.
- ^ Novak 2013, p. 31.
- ^ Moore 2011, pp. 151, 194.
- ^ Duggan 2011, pp. 109, 141.
- ^ Tan, Maurice (January 13, 2012). "A starter's guide to Robot Entertainment's Hero Academy". Destructoid. Archived from the original on August 25, 2012. Retrieved August 25, 2012.
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- ^ Goldfarb, Andrew (September 14, 2012). "Diablo III Reducing Inferno Difficulty". IGN. Archived from the original on November 1, 2020. Retrieved August 25, 2020.
- ^ Hancock, Patrick (June 27, 2013). "Review: Rogue Legacy". Destructoid. Archived from the original on March 5, 2016. Retrieved July 5, 2013.
- ^ Carter, Chris (March 14, 2013). "God of War: Ascension single and multiplayer guide". Destructoid. Archived from the original on October 21, 2020. Retrieved August 25, 2020.
- ^ Fullerton 2014, p. 79.
- ^ Moriarty, Jonathan (December 2, 2010). "Video Game Basics: The Health Bar". Baltimoregamer.com. Archived from the original on 28 April 2012. Retrieved November 21, 2014.
- ^ "CAPCOM: STREET FIGHTER X TEKKEN | Official Web Manual".
- ^ a b Adams 2010, p. 466.
- ^ Howley, Greg (2019-04-26). "Beyond Hit Points: The Evolution of RPG Combat Mechanics". GeekDad. Archived from the original on 2022-02-23. Retrieved 2022-02-23.
- ^ Mackay, Daniel (2017). The Fantasy Role-Playing Game: A New Performing Art. McFarland. p. 173. ISBN 9780786450473.
- ^ Schreiber, Ian; Romero, Brenda (2021). Game Balance. CRC Press. ISBN 9781351643412.
- ^ Moore 2011, p. 46.
- ^ Rogers 2010, pp. 172, 276.
- ^ "Guilty Gear Strive: Damage Scaling Explained". 17 June 2021.
- ^ Zwiezen, Zack (4 February 2019). "The Weird Story Behind Doom's Rare "Ouch Face"". Kotaku Australia. Archived from the original on March 18, 2019. Retrieved 12 June 2023.
- ^ Antista, Chris (August 17, 2010). "The 10 most creative life bars". GamesRadar+. p. 2. Archived from the original on December 28, 2014.
- ^ Pearson, Craig (May 16, 2007). "PC Feature Long Play: Trespasser". PC Gamer UK. Future Publishing Limited. Archived from the original on September 9, 2007. Retrieved April 12, 2014.
- ^ "Half-Life: Alyx Wiki Guide, Chapter 2: The Quarantine Zone". IGN. 2020-03-26. Archived from the original on 2020-08-08.
- ^ a b Barton, Matt (February 23, 2007). "The History of Computer Role-Playing Games Part 1: The Early Years (1980–1983)". Gamasutra. Archived from the original on April 19, 2007. Retrieved August 14, 2020.
- ^ Rogers 2010, pp. 166–167.
- ^ Schell 2008, p. 237.
- ^ Saunders & Novak 2012, p. 231.
- ^ Rogers 2010, p. 173.
- ^ a b c Rausch, Allen (August 19, 2004). "Dave Arneson Interview". GameSpy. Archived from the original on August 22, 2004. Retrieved January 9, 2014.
- ^ Carreker 2012, p. 334.
- ^ a b Fannon 1999, p. 249.
- ^ a b c Tresca 2010, p. 53-54.
- ^ "Weird of Oz Huffs About Hit Points – Black Gate". 25 March 2013.
- ^ Costikyan 2013, p. 46.
- ^ "Rogue Instruction Manual © 1985 EPYX, Inc". Archived from the original on 2016-07-31.
- ^ Ragan, Jess (June 15, 2006). "Playing With Power: Great Ideas That Have Changed Gaming Forever". 1UP.com. Archived from the original on 2006-06-17. Retrieved 30 May 2021.
- ^ a b "Gaming's most important evolutions". GamesRadar. October 8, 2010. Archived from the original on January 18, 2016. Retrieved August 14, 2020.
- ^ John Szczepaniak (2014). "Flash Boy". The Untold History of Japanese Game Developers (DVD) (in English and Japanese). Hardcore Gaming 101. Event occurs at 1:34:00.
- ^ a b "Glass Joe Boxes Clever". Computer + Video Games. Future Publishing. August 1984. p. 47. Archived from the original on 2017-10-22. Retrieved 2015-01-02.
- ^ Good, Owen S. (24 November 2019). "Yie Ar Kung Fu, one of the earliest fighting games, comes to Switch and PS4". Polygon. Archived from the original on 10 May 2021. Retrieved 10 May 2021.
- ^ Lendino, Jamie (27 September 2020). Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. pp. 289–290. Archived from the original on 14 February 2023. Retrieved 26 April 2021.
Like Thomas, the end bosses all had health meters, so the game would momentarily become a one-on-one fighter
- ^ a b Williams, Andrew (16 March 2017). History of Digital Games: Developments in Art, Design and Interaction. CRC Press. pp. 143–146. ISBN 978-1-317-50381-1.
- ^ Szczepaniak, John (November 2015). The Untold History of Japanese Game Developers. Vol. 2 (First ed.). S.M.G Szczepaniak. p. 32. ISBN 978-1518818745.
- ^ "Crisis Mountain Apple II Manual" (PDF). 1982. Archived (PDF) from the original on 2022-06-26. Retrieved 2021-02-06.
- ^ a b Dunn, Jeff (November 15, 2012). "Stop, Drop, and Heal: The history of regenerating health". GamesRadar. Archived from the original on January 8, 2015. Retrieved January 8, 2015.
- ^ Sulliven, Lucas (March 10, 2014). "Top 7… Games you didn't know did it first". GamesRadar+. Archived from the original on January 8, 2015. Retrieved January 8, 2015.
- ^ Greene, Robert (August 1, 2017). "Hydlide". Hardcore Gaming 101. Archived from the original on August 26, 2020. Retrieved August 25, 2020.
- ^ Szczepaniak, John (July 7, 2011). "Falcom: Legacy of Ys". GamesTM (111): 152–159 [153]. Archived from the original on April 23, 2016. Retrieved April 7, 2016.(cf. Szczepaniak, John (July 8, 2011). "History of Ys interviews". Hardcore Gaming 101. Archived from the original on 16 May 2019. Retrieved 6 September 2011.)
- ^ Rogers 2010, p. 277.
- ^ Rogers, Scott (2014). Level Up! The Guide to Great Video Game Design (2nd ed.). John Wiley & Sons. p. 237. ISBN 9781118877197.
- ^ "Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax". Kotaku. August 26, 2019. Archived from the original on 2020-06-29. Retrieved 2022-02-23.
Bibliography
[edit]- Adams, Ernest (2010). Fundamentals of Game Design. New Riders. ISBN 978-0132104753.
- Adams, Ernest; Dormans, Joris (2012). Game Mechanics: Advanced Game Design. New Riders. ISBN 978-0132946681.
- Brathwaite, Brenda; Schreiber, Ian (2009). Challenges for Game Designers. Course Technology. ISBN 978-1584505808.
- Carreker, Dan (2012). The Game Developer's Dictionary: A Multidisciplinary Lexicon for Professionals and Students. Cengage Learning. ISBN 978-1435460829.
- Costikyan, Greg (2013). Uncertainty in Games. MIT Press. ISBN 978-0262018968.
- Duggan, Michael (2011). RPG Maker for Teens. Cengage Learning. ISBN 978-1435459670.
- Fannon, Sean Patrick (1999). Fantasy Roleplaying Gamer's Bible. Obsidian Studios Corporation. ISBN 0967442907.
- Fullerton, Tracy (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press. ISBN 978-1482217179.
- Kremers, Rudolph (2009). Level Design: Concept, Theory, and Practice. CRC Press. ISBN 978-1439876954.
- Moore, Michael (2011). Basics of Game Design. Taylor & Francis. ISBN 978-1568814339.
- Novak, Jeannie (2013). The Official GameSalad Guide to Game Development. Cengage Learning. ISBN 978-1285712666.
- Rogers, Scott (2010). Level Up!: The Guide to Great Video Game Design. John Wiley & Sons. ISBN 978-0470970928.
- Saunders, Kevin; Novak, Jeannie (2012). Game Development Essentials: Game Interface Design. Cengage Learning. ISBN 978-1285401379.
- Schell, Jesse (2008). The Art of Game Design: A Book of Lenses. CRC Press. ISBN 978-0123694966.
- Schwab, Brian (2009). AI Game Engine Programming. Course Technology. ISBN 978-1584506287.
- Tresca, Michael (2010). The Evolution of Fantasy Role-Playing Games. McFarland & Company. ISBN 978-0786460090.
External links
[edit]
Media related to HP bar at Wikimedia Commons
Health (game terminology)
View on GrokipediaCore Concepts
Definition and Role
In game terminology, health is a quantifiable resource that represents a character's or entity's overall wellbeing and capacity to endure damage or fatigue before reaching a state of failure, such as death or incapacitation. This metric provides a structured way to model vitality, allowing designers to create challenges where players must manage limited resilience amid threats.[3] Health plays a pivotal role in gameplay by balancing risk, progression, and tension, as it quantifies the margin for error in high-stakes scenarios and incentivizes careful resource allocation. In role-playing games like Dungeons & Dragons, health—often implemented as hit points—abstractly measures a character's toughness, stamina, and luck, enabling prolonged adventures and heroic feats where players survive escalating dangers to advance narratives and levels.[4] In action games, it acts as a core survival metric, creating urgency in combat by signaling vulnerability and compelling players to adapt tactics, such as seeking cover or timing attacks, to avoid rapid depletion.[5] A key distinction exists between abstract health systems, which use numerical values to represent generalized endurance without detailing physical effects, and more realistic simulations found in survival games, where health depletion manifests as specific injuries or conditions that impair abilities like movement or perception. The hit points model remains the most common abstract implementation across genres. Health fundamentally underpins mechanics like combat and exploration, as its depletion can restrict player actions, thereby shaping engagement and strategic depth.[3][6]Hit Points System
The hit points (HP) system, a cornerstone of health mechanics in role-playing games, was developed by Gary Gygax and Dave Arneson for the original edition of Dungeons & Dragons published in 1974, adapting earlier wargaming concepts to represent an abstract measure of a character's ability to absorb damage through a combination of physical endurance, skill, and luck.[2] This abstraction allowed characters to withstand multiple attacks without immediate defeat, contrasting with prior wargame systems where a single hit often eliminated a unit, thereby extending combat duration and increasing tactical depth.[2] At its core, the HP formula begins with a base value determined by a character's class and level, typically calculated by rolling hit dice (such as a d6 for fighters in early editions) and adding modifiers like Constitution scores to reflect inherent toughness. As damage accumulates, HP depletes numerically; when a character's HP reaches zero, they suffer defeat, often interpreted as unconsciousness or death depending on the game's rules. This straightforward tracking mechanism ensures health status is quantifiable and easy to manage during gameplay. Over editions, the system has evolved with variations such as maximum HP scaling progressively with character levels, where each new level adds rolled or fixed hit dice values to the total, enabling characters to become more resilient as they advance. In Dungeons & Dragons 5th edition, temporary hit points introduce a supplementary buffer that absorbs damage before regular HP, lasting for a limited duration without stacking or counting as healing, often granted by spells or class features to provide short-term protection. The HP system's primary advantage lies in its simplicity, facilitating balanced combat simulations in complex scenarios by abstracting injury into a single numerical pool that avoids granular wound tracking.[7] However, this abstraction can disadvantage realism, as it portrays low-level characters enduring blows proportionally to high-level ones, potentially undermining immersive injury narratives in favor of mechanical convenience.[7]Mechanics
Damage and Depletion
In video games, health is primarily depleted through damage applied by various sources, reducing the player's or character's hit points as the core tracked resource. Damage mechanics are designed to create tension and risk, simulating conflict without real-world consequences. Common sources include direct attacks from enemies or weapons, which deliver immediate reductions to health upon successful hits.[8] Damage types are broadly categorized into direct, environmental, and status effects to add variety and strategic depth to gameplay. Direct damage, such as from melee strikes or projectile weapons, typically inflicts a flat amount subtracted from the total health pool, allowing for predictable yet variable outcomes based on weapon strength.[9] Environmental damage arises from hazards like falls, extreme temperatures, or toxic areas, often applying unavoidable reductions that encourage careful navigation and environmental awareness.[10] Status effects, including bleeding or burning, introduce damage over time (DoT) mechanics, where health continuously decreases at intervals after an initial application, prolonging threats and rewarding players who interrupt or mitigate them.[10] Depletion mechanics vary to balance fairness and intensity, with flat reductions being the most common, subtracting a fixed value (e.g., 10 hit points per hit) that scales linearly with game progression.[11] Percentage-based depletion, by contrast, removes a proportion of current health (e.g., 5% per tick), which accelerates loss as health lowers and is often used for high-stakes encounters to prevent prolonged stalemates. Critical thresholds, such as health dropping below 25%, trigger warnings like screen effects or audio cues to heighten urgency without overwhelming the player.[12] When health reaches zero, consequences range from immediate death leading to a game over screen, respawn at a checkpoint with potential penalties like lost progress, or temporary incapacitation where the character is downed but revivable by allies. In roguelikes, zero health enforces permadeath, permanently ending the current playthrough and requiring a fresh start, which amplifies replayability and risk assessment.[13] Balancing factors ensure damage remains challenging yet achievable, with values scaling alongside enemy strength or player level to maintain proportional threat levels across the game.[9] Player actions, such as aggressive positioning, can amplify incoming damage through modifiers, promoting tactical decision-making.[14]Restoration and Healing
In video games, restoration and healing refer to the mechanics that allow players to recover lost health after sustaining damage, serving as the primary counterpoint to depletion systems. These mechanics vary widely across genres, but commonly include sources such as consumable items, character abilities, and environmental interactions. Consumable items, like potions or medkits, provide targeted health recovery, often instantly restoring a fixed amount of health, such as the 25 hit points offered by medkits in Doom (1993), up to the maximum health.[15] Abilities, including spells or passive regeneration, enable players to heal themselves or allies through skill activation, frequently requiring resources like mana or cooldown periods to prevent overuse; for instance, in massively multiplayer online role-playing games (MMORPGs), healers use spells to restore health while managing threat generation that could draw enemy aggression. Environmental sources, such as safe zones in cities or resting areas, facilitate gradual recovery without direct player input, promoting strategic retreats in survival-oriented gameplay.[16] Restoration mechanics differ in their pacing and constraints to balance accessibility and challenge. Instant healing, as seen with item pickups in first-person shooters, delivers immediate recovery to maintain combat flow, but often caps at 100% health to avoid over-healing and encourage ongoing resource gathering. Gradual restoration, like automatic health regeneration popularized in Halo: Combat Evolved (2001) via energy shields that recharge when out of combat, rewards defensive play by allowing partial recovery without items, though full restoration may require extended downtime or additional aids in hybrid systems like F.E.A.R. (2005), where health regens only to 25% before needing medkits. Cooldowns and costs add depth; spell-based healing in World of Warcraft demands mana expenditure and timing to prioritize targets, turning restoration into a reactive skill that anticipates damage patterns. These elements ensure healing integrates with broader gameplay, where excessive reliance on one method can lead to exploitative strategies.[17] Strategically, restoration influences resource management and survival decisions, particularly in prolonged encounters. In item-dependent systems like Doom, players must scavenge health packs amid combat, fostering tension in resource-scarce environments and punishing inefficient paths. Ability-driven healing in MMORPGs emphasizes coordination, as healers balance mana costs against group needs to prevent wipes, with over-healing wasting resources due to health caps. Environmental mechanics, such as safe zones that enable passive regen, create pacing rhythms in open-world games, allowing players to regroup without inventory strain but risking vulnerability during transit. Overall, these systems promote thoughtful play, where healing choices—whether instant item use or timed spells—affect endurance in survival scenarios, as debated in game design discussions favoring regeneration for streamlined multiplayer fairness over pickup hunts.[16][17][5]Protection and Mitigation
In game design, armor mechanics commonly employ absorption, where protective gear reduces incoming damage by a fixed percentage or amount, or deflection, where it increases the likelihood of attacks missing entirely. Absorption systems, as implemented in the original Doom by id Software, allow armor points to soak up a portion of each hit—standard green armor absorbs one-third of damage before it affects health, providing a buffer that depletes independently.[18] Deflection, conversely, raises the threshold for successful hits; in Dungeons & Dragons (5th edition), Armor Class (AC) serves this role, with light armor like leather granting AC 11 plus full Dexterity modifier for agile deflection, while heavy plate offers a flat AC 18 but ignores Dexterity entirely, emphasizing static protection over mobility.[19] Many systems incorporate durability degradation to simulate wear, where armor's protective value diminishes after repeated impacts or use, necessitating repairs that add resource management depth. In Dragonbane, an RPG with gritty survival elements, armor's rating equals its initial durability; when incoming damage exceeds the total armor value across equipped pieces, the rating permanently decreases by 1, reflecting realistic breakdown without overwhelming bookkeeping.[20] This mechanic encourages strategic equipment choices, as degraded armor shifts risk back to raw health. Beyond basic armor, other mitigations include shields as temporary barriers that fully block or absorb attacks until depleted. Energy shields in the Halo series function as a regenerating front layer, absorbing initial damage while underlying health remains static and non-regenerative, promoting cover-based tactics to allow shield recovery.[21] Evasion mechanics introduce probabilistic dodges, often tied to agility stats, granting a chance to negate damage entirely; in turn-based RPGs like those inspired by Final Fantasy, this manifests as a percentage evasion rate subtracted from enemy accuracy, such as a 10% base dodge rising with gear or skills to enable high-risk, high-reward builds.[22] Buffs provide short-term enhancements like damage resistance, reducing all incoming harm by a multiplier (e.g., 20-50% in action RPGs such as Diablo III), stackable from skills, potions, or auras to create dynamic defensive spikes during intense encounters.[23] Layered defense systems stack multiple protections, with health as the core resource safeguarded by outer layers like shields or armor, common in shooters and MMOs for tactical depth. Halo exemplifies this by placing fragile health beneath rechargeable shields, where damage first depletes the shield before reaching health, effectively multiplying survivability. The conceptual formula for effective health in such setups is ; for instance, 1000 HP with 50% mitigation yields 2000 effective health, highlighting how even modest reductions exponentially extend endurance without inflating base values.[24] These protections often involve trade-offs to prevent overpowered builds, such as armor weight encumbering movement. In Dungeons & Dragons, heavy armor like chain mail (AC 16) imposes a 10-foot speed reduction unless the wearer meets a Strength 13 requirement, forcing players to weigh defensive gains against agility in RPG scenarios from tactical combat to exploration. Similar penalties appear in shooters, where bulky armor slows sprint speed or dodge rolls, balancing tank-like roles against evasive playstyles.[19]Presentation
Visual Indicators
In video games, health is most commonly represented through health bars or meters, which provide a quantifiable visual cue of a character's remaining vitality. These are typically linear progress bars that deplete from full to empty as damage is taken, though variations include circular gauges for a more compact or thematic fit. Placement often occurs in the heads-up display (HUD) at screen corners—predominantly the lower left (observed in 11 out of 50 analyzed games from 2014-2018)—to minimize obstruction of the gameplay view, while overhead bars above characters serve for multiplayer or enemy tracking, as seen in third-person shooters like Gears of War.[25][26][25] Color coding enhances readability and urgency in these indicators, with green frequently denoting full or high health to evoke vitality, transitioning to yellow or red as levels drop to signal caution or imminent danger. Red, in particular, is associated with blood and peril, prompting immediate player awareness. Animations amplify this feedback: bars may smoothly shrink during depletion, pulse or flash red at critical thresholds (below 25% health in many titles), or overlay effects like cracking textures to convey severity, ensuring players intuitively grasp health status without diverting attention from action.[25][25][25] For greater immersion, some games forgo traditional bars in favor of environmental clues that integrate health into the world. Blood pools or splatters on surfaces indicate recent damage and its direction, appearing in 15 out of 50 studied games like The Evil Within 2. Screen-edge red tinting or vignette effects simulate vision impairment from low health, reducing reliance on abstract UI elements.[25][25] The user interface for health visuals has evolved from prominent, abstract bars in classic games—such as the heart containers in The Legend of Zelda (1986), displayed statically in the upper HUD—to minimalist integrations in modern titles that prioritize seamlessness. Early designs like those in Doom (1993) featured bold, face-like meters for immediate visibility, whereas contemporary approaches, exemplified by Dead Space (2008)'s diegetic bar etched on the character's suit, embed indicators within the 3D environment to enhance narrative immersion and reduce HUD clutter. This shift reflects broader trends toward subtle, context-aware visuals that align with mechanics of health depletion, fostering deeper player engagement without overwhelming the screen.[26][26][26]Sensory Feedback
Sensory feedback for health states in video games primarily involves auditory and tactile elements to convey damage and depletion without relying solely on visuals, thereby deepening player immersion and situational awareness. Audio cues serve as immediate indicators of health changes; for instance, grunts or impact sounds play when a character sustains damage, providing instinctive feedback on the event's occurrence.[27] In games like Battlefield 3, the sound of bullets striking flesh signals incoming damage, while rapid breathing or a heavy heartbeat denotes critically low health, urging players to seek cover or heal.[28] These low-health alarms, such as persistent beeps or pulsating heartbeats, have been shown to heighten player awareness, with studies indicating improved health status estimation when realistic sounds are used compared to abstract tones.[27] Haptic feedback complements audio by translating health-related events into physical sensations via controller vibrations, which often intensify with the severity of damage to mimic bodily strain. In console titles like God of War Ragnarök, vibrations simulate the force of combat impacts, escalating during prolonged engagements to reflect accumulating harm.[29] Similarly, Grounded employs controller rumbling alongside audio grunts to alert players to damage, creating a multisensory warning that reinforces the urgency of health depletion.[30] This tactile layer enhances immersion by engaging the player's sense of touch, making health risks feel more visceral and responsive. In virtual reality (VR) environments, sensory feedback extends health communication through integrated audio and haptics to foster deeper immersion, where vibrations and spatial sounds simulate physical consequences like pain from damage. Haptic suits or controllers in VR games deliver targeted pulses to body areas, syncing with audio cues such as labored breathing to convey low health, thereby amplifying the sense of vulnerability without overwhelming the user.[31] Screen effects, like a red tinting to evoke pain, are frequently paired with these non-visual elements to tie sensory experiences together, though visuals serve only as a complementary system.[27] Accessibility features further refine sensory feedback by allowing customization of audio and haptic alerts, ensuring equitable access for players with visual impairments such as color blindness. Games like those developed by Filament Games offer adjustable palettes and non-visual alternatives such as patterns and shapes. Microsoft’s Xbox guidelines recommend multisensory redundancy, such as combining customizable vibrations and beeps for health warnings, which supports color-blind users by prioritizing audio and tactile signals over visual ones, including options to amplify haptic intensity or swap audio cues for low health.[32][30] These options not only mitigate barriers but also allow personalization of feedback strength to suit individual sensory preferences.Historical Development
Origins in Tabletop Games
The concept of health in tabletop games traces its roots to wargaming traditions, where unit elimination mechanics simulated combat outcomes without granular injury tracking. In Gary Gygax and Jeff Perrin's Chainmail (1971), a medieval miniatures wargame, figures were removed from play upon sustaining a single successful attack, representing instant elimination for standard units. However, "fantastic" figures like heroes and wizards were designed to withstand multiple hits—equivalent to four or eight ordinary men—allowing them to endure prolonged engagements and emphasizing heroic resilience in fantasy scenarios. This approach was formalized and expanded in Dungeons & Dragons (D&D), co-created by Gary Gygax and Dave Arneson and first published in 1974, where hit points emerged as a core mechanic to abstract the lethality of combat. Drawing from Arneson's earlier Blackmoor campaign, which adapted Chainmail's hero durability, hit points quantified a character's capacity to absorb damage through random dice rolls, typically starting with a d6 per level for fighters and scaling with class and constitution. The design rationale centered on simplifying complex wound simulation to maintain game pace; Gygax intentionally made hit points "unrealistic" to avoid tedious bookkeeping, using variable damage rolls (e.g., weapon-specific dice) to introduce uncertainty and excitement while ensuring characters, especially heroes, survived multiple encounters for narrative progression. Early variations appeared in subsequent role-playing games, adapting the health concept to fit genre-specific needs. Marc Miller's Traveller (1977), a science fiction RPG, eschewed traditional hit points in favor of physical characteristics—Strength, Dexterity, and Endurance—with damage directly subtracting from these stats until one reached zero (unconsciousness), two reached zero (serious injury), or all three (death), providing a more immediate and attribute-linked depletion system.[33] This mechanic influenced resource management in non-fantasy settings by integrating health with core abilities. The hit points system from D&D directly shaped early computer role-playing games (CRPGs), as seen in Richard Garriott's Ultima (1981), which adapted it for digital play with a hit points pool starting at 150 and expandable to 9999 through experience, alongside food and experience trackers to simulate ongoing vitality in an open-world adventure.[34] This transition bridged tabletop abstraction to programmed combat resolution, establishing health as a foundational element in video game design.Digital Adaptations
The transition of health mechanics from tabletop games to digital formats marked a pivotal evolution in video game design during the late 1970s and 1980s, adapting abstract concepts like hit points into interactive systems constrained by emerging hardware. In the arcade era, early implementations prioritized simplicity due to limited processing power and display capabilities, often manifesting as discrete lives rather than granular health tracking. For instance, Space Invaders (1978) employed a lives-based system where the player's ship had three initial lives, each lost upon impact from alien fire or collisions, effectively serving as a rudimentary health measure without visual depletion.[35] This approach aligned with the era's technical realities, as arcade cabinets like the Taito system used basic vector graphics and minimal RAM, making continuous health indicators impractical.[35] Pac-Man (1980) further exemplified this discrete model, granting the player three lives at the start, with each "death" occurring after full energy depletion from maze traversal or ghost contact, though the primary feedback was lives lost rather than a depleting bar.[35] Building on tabletop RPG foundations such as Dungeons & Dragons, computer role-playing games (CRPGs) introduced more direct numerical hit points in titles like Wizardry (1981), where party members possessed quantifiable HP pools derived from class and level, depleted by combat damage and restored through spells or items. This adaptation retained the dice-roll variability of tabletop origins but translated it into deterministic code, influenced by D&D's core mechanics of accumulating and expending hit points during encounters.[36] Action-oriented arcade games began experimenting with continuous health meters amid these constraints, as seen in Gauntlet (1985), which featured a visible health bar for each character that steadily drained over time—independent of combat—to encourage constant movement, alongside damage from enemies replenished by food pickups.[37] The game's Atari hardware, while advanced for multiplayer, still limited bar resolution to basic pixel segments, highlighting early trade-offs between visual feedback and performance.[37] In platformers, health mechanics often reverted to hit-based lives for accessibility on home consoles; Super Mario Bros. (1985) assigned Mario three lives, each forfeited after a single enemy collision or hazard contact, without intermediate damage states to suit the NES's 2KB RAM and sprite limitations.[35] These early digital adaptations grappled with hardware bottlenecks, such as 8-bit processors struggling to update smooth animations for depleting bars, favoring lives as countable, low-overhead counters that reset levels upon loss.[35] Genre-specific needs amplified this: arcade shooters like Space Invaders used lives for rapid restarts in coin-operated play, while CRPGs like Wizardry demanded persistent HP for strategic depth in dungeon crawls.[38] Platformers such as Super Mario Bros. integrated lives into exploratory progression, where hazards triggered instant loss to maintain pacing on limited 8-bit displays.[35] Overall, these implementations laid the groundwork for health as a core survival element, balancing technological feasibility with engaging risk-reward dynamics.Modern Innovations
In the early 2000s, health systems evolved to incorporate passive regeneration mechanics, most notably through the introduction of regenerating energy shields in Halo 2 (2004), which effectively served as a dynamic health layer that replenished over time without requiring pickups, fundamentally reducing reliance on health kits and encouraging aggressive playstyles.[39] This innovation shifted player strategy from resource scavenging to tactical cover usage during recharge periods, influencing subsequent first-person shooters by prioritizing fluid combat pacing over inventory management.[40] Contemporary health designs have grown more intricate, featuring modular systems where damage targets specific body parts rather than a uniform pool, as seen in Dead Space (2008), where player and enemy health is segmented by limbs, allowing targeted dismemberment to impair functionality without fully depleting overall vitality.[41] In multiplayer online battle arenas (MOBAs) like League of Legends (2009), temporary buffs such as shields and lifesteal abilities provide short-term health augmentation, enabling burst recovery or protection during team fights and adding layers of strategic depth through ability synergies. Genre-specific trends since the 2010s include roguelites that simulate infinite health through frequent checkpoints and meta-progression, as in Hades (2020), where death resets runs but unlocks permanent upgrades and mid-run respawns, mitigating permadeath frustration while preserving procedural challenge.[42] Survival games like The Last of Us (2013) emphasize realistic injury persistence, with health kits offering partial, time-consuming heals that reflect bodily trauma, such as infections or limb impairments, heightening immersion through vulnerability and resource scarcity.[43] Post-2020 developments have further integrated health with stamina in challenging action-RPGs, such as Elden Ring (2022), where vitality affects both damage absorption and endurance for attacks and dodging, promoting balanced resource management in expansive worlds. Looking ahead, AI-driven dynamic health scaling promises personalized experiences by adjusting regeneration rates, damage thresholds, and recovery options in real-time based on player performance metrics like accuracy and survival time, as explored in adaptive systems that balance challenge without manual difficulty selection.[44] Inclusivity features, such as adjustable difficulty tied to health mechanics, further enhance accessibility; for instance, options to amplify healing efficiency or reduce injury severity cater to diverse players, including those with disabilities, ensuring broader engagement without altering core narratives.[45]References
- https://doomwiki.org/wiki/Medikit
- https://doomwiki.org/wiki/Armors