1. La Naturaleza Abstracta de la Salud y el Daño.
La salud en los videojuegos rara vez representa una lesión física realista; a menudo es una abstracción o una "convención de jugabilidad" que existe únicamente para el jugador, no para el personaje dentro del mundo del juego. Algunos juegos experimentan con esta idea, utilizando la salud como una métrica para recursos no físicos como la memoria o la moral.
- When you really think about it, health bars dont make a lot of sense. It basically means that im 100 okay unless i lose that final hit point, then all of my limbs spontaneously fail and i fall unconscious. And as long as i have the health, the location of any strike means little. Gaming rpg.
- One of my principles in how i interpret my characters and game states in rpgs levels and health bars are a gameplay conceit and do not actually exist within the world. My maximum level warden, hawke, inquisitor, rook, shepard, tav, commander, watcher can trip on a rock and crack their skull.
- In this zombie game, your health is measured by your memories as you play as undead that have regained their free will.
2. El Desafío de la Dificultad y los "Enemigos Esponja".
Una crítica recurrente en el diseño de videojuegos es la tendencia a aumentar la dificultad simplemente inflando la barra de salud de los enemigos (conocidos como "health sponges"). Esto a menudo resulta en combates tediosos y prolongados que frustran al jugador, en lugar de ofrecer un desafío mecánico genuino.
- Also some devs really dont understand that making a game more difficult means more than just giving boss enemies a bigger health bar because it doesnt make the game more challenging, just longer lmao.
- I dont think you realize how i hate that i spend hours learning the patterns of boss fights, learning to stay alive and wasting tons of time to slowly chip away the health bar only for the boss to have a new entire set of moves to learn get hit with when he is about to die!!
- I love it when im playing dark souls 2 and my weapon breaks while the boss still has 80 of their health.
3. Gestión de Recursos y Mecánicas de Curación.
La forma en que los juegos manejan la curación y la recuperación de salud es fundamental para la experiencia de juego, especialmente en géneros de supervivencia y RPG. Mecánicas como el sistema de "rally" de Bloodborne o la escasez de pociones fuerzan a los jugadores a tomar decisiones de alto riesgo sobre cuándo y cómo curarse.
- In revelations this is doubly bad because thats a survival horror game about resource management. How do you know when the right time is to heal when you cant properly read your health? how do you know if you should risk another hit. Thats not tense, thats just frustrating.
- Reminds me of bloodborne in the way of hurting others heals you! drastically changes the overall playstyle toward a desperate aggression.
- The single worst thing about the game so far is that if you give me a way to slowly regenerate health i am just going to sit in the bubble for 2 minutes until im full dude.
4. Fases de Jefes y Barras de Salud Múltiples.
El uso de múltiples barras de salud o fases de jefe es una herramienta de diseño dramático común, especialmente en juegos de acción y Soulslikes. Estas fases pueden ser engañosas, sorprendiendo al jugador con una nueva barra de HP justo cuando pensaban que habían ganado, o pueden ser utilizadas para gags cómicos.
- Reminds me of when i played through hades and got to the end of my first run vs hades and bragged to my brother i beat him, only for my brother to say both health bars?. And thats when i ate my humble pie.
- That one health bar is so deceiving. I beheaded the guardian ape and thought it was over. Turns out, theres phase 2.
- I laughed out loud when this happened, one of the funniest parts of the whole game. I love a good health bar gag.
5. Diseño de Interfaz (UI) y Retroalimentación Visual.
La forma en que se presenta la información de salud al jugador (a través de barras, iconos, o efectos visuales) impacta directamente en la jugabilidad y la inmersión. Los desarrolladores buscan constantemente formas innovadoras de comunicar el estado del personaje sin depender de barras tradicionales.
- I really like the ui health bar changing to show his, dare i say, psychosis that something i want to play around with myself now the shading is incredibly fun oh ohohohoho inspired the motion blursmear frame of tuli stamping on the ground excited seeing explosion 2.
- I love the subtly and offness of the hot bar as well, the lack of items, the lack of a hunger and health bar, it honestly gives off more of a vibe that you have no chance, like the ui itself is telling you to run.
- I hate games that try to modernise health systems. Resident evil 7 shows you your health entirely through blood on the screen and a smart watch to monitor your vitals you can only view when pulling up your inventory. Like what? piss off and give me my health bar back, jesus christ.