newcomplex wrote...
A happy button is a something that makes the player enjoy the game they are playing for no freaking reason. I think happy buttons are bad. Its decadent. They're like the summer block busters. You watch them, you had "fun", with friends. Nothing wrong with that, and they shouldn't be eliminated. But seriously, watching a movie like Avatar is a far cry from watching say...Mystic Rver....One is media, the other can be conisdered art.
When you enjoy a game, their should be a specific reason, that mental thought on your behalf, whether reflexual, tactical, or emotional. At least, if games should transcend beyond being "just a game"
Happy buttons are artificially create moments that are designed to make the player happy wtihout signficiant input that required higher level thought.
Okay, now here is where I get really confused. Are you saying regenerating health is bad because there is no lore/realism reason for it, or because there is no gameplay reason for it? The realism argument I can kind of see. In real life, people don't pop behind cover and magically regenerate their health. However, if a happy button is a situation where realism is compromised to make the character enjoy their game more, this casts a very wide net indeed! Extra lives are a happy button by this definition, as is grabbing a health pack and rubbing it on your face and healing a gaping chest wound, or even not having your game completely self destruct when you die. (There's no starting over from the title screen in real life!)
Every game that sacrifices reality even a little bit is doing so for the benefit of the player, IE to make them feel good. Have any of the games from the good old days that were hard done this? Definitely.
Okay, so that can't be it. Maybe a happy button is a gameplay mechanic that is implimented that makes a player feel good without serving a gameplay purpose. I'll get further but I'll tell you right now that this is impossible. A gameplay change makes a player feel good by modifying gameplay in such a way that makes the game flow better. Regenerating health is a good example, especially since you used it earlier. Regenerating health only eliminates situations where you're "kind of dead but not really" and you have to avoid fights and pray you find a health kit in time. Sometimes you solve the problem by backtracking halfway back up the level you just cleared and stomp over all the corpses of your enemies while you grab that health kit you remember passing earlier. Does this make the game harder? I would argue that it does not.
Health kits are a difficulty neutral concept. When you have health kits, difficulty is decided by an interaction between how prevalent those health kits are and how quickly enemies deplete it. For instance: Half life 2 is a very easy game to clear on it's default difficulty. (Does half life 2 even have multiple difficulties? I'm not sure.) Because your character is a tank, and can take about 11 rockets to the face before he dies, and there are health kits absolutely everywhere. The marathon games serve as a counterexample, because they use almsost the exact same system, but health recharge stations are incredibly sparse and enemies cut through you like you're made of butter.
However, health kits are a gameplay slowing concept. When they are rare, they promote extreme caution and significant backtracking. When they are common, they eliminate all challenge.
Regenerating health is also a difficulty neutral concept. MW1 was a much more difficult game on it's hardest difficulty than halo 2/3 were. This is partly because of how squishy you are in the modern warfare series, and partly because enemies respawned infinitely until you reached a certain point. (This caused you to have to be constantly pushing forward, which could be extremely difficult to do.) When regenerating health is present, difficulty is tuned by how quickly health regenerates and how quickly enemies can cut through that health.
What regenerating health does do is allow a player to spend more of their game time playing the game, and less time wandering around in search of health. A player with regenerating health will be extremely cautious (in single player), because if he exposes himself for too long he'll be cut to bits, and he will want to maximize the amount of damage he can do when he is vulnerable.
The discussion of regnerating health wouldn't be complete if we didn't discuss multiplayer competetive gaming. Does regenerating health make the game easier? If it does, who exactly does it make the game easier for? There is a very wide spread of skill in games like halo 3 and MW2, and there is a wide spread of successfulness. No matter what I do, for instance, I will never reach a 50 in halo 3's multiplayer. I simply do not have the reflexes and quick thinking (or the dedication!) to survive against the best the halo community has to offer. Regenerating health does little against those people, because I will never live long enough to regenerate my health. They will grab the sniper rifle and then relentlessly snipe me every time I try to step out of my spawning area.
In halo, regenerating health encourages focused team play, (because having two people shooting one target is a better chance that target will die before he takes cover) it encourages weapon control, (because power weapons are key to finishing people off quickly so that they can't recover) and it encourages use of cover. (because cover is almost worthless in a game with a health bar, because it just becomes a game of "do I have enough health to take his shots to the face and kill him?")
Regenerating health matters even less in the modern warfare series, where most combat scenarios play out over a fraction of a second. (Even without head shotting someone, even the weakest gun will kill someone in what seems like less than a second.) I have much less experience with MW1's multiplayer because I only rented it, but I can tell you that there was a wide spread of skill in that game. There were people who would just stomp all over me, and there were people who had no chance against me. There were several gameplay design features that I took issue with, but I can tell you that I very RARELY got shot and didn't die. (The only times this ever happened were when another player and I shot each other and I barely won. In those situations, if there were no regenerating health, I would have no chance in the next combat scenario I entered.)
Regenerating health also allows a game to make a player extremely squishy and vulnerable. With health kits, a player can't be made to be too vulnerable because the game will become prohibitively hard. (For instance, a single rocket to the face kills master chief, on any difficulty, and on heroic/legendary, a single snipe to the face kills him. This is okay, because these can be dealt with through tactics and planning. Or reflexes in the case of rockets. Wheras, in marathon, you could be shot for a good while without dying, but if you did that you might as well jump into some lava because you won't live long enough to heal.)
So in conclusion: Is regenerating health a happy button? If you define a happy button as a gameplay feature that people like, then yes, it's a happy button. However, people like it because it encourages a type of gameplay that is more fun for them while still allowing them to overcome challenges and become more skilled. I would argue that it's prevalence is due to it being a good gameplay device rather than a tool to mollify the noob masses.
Modifié par Soruyao, 17 février 2010 - 10:32 .