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Health (game terminology)

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.

A health bar, a possible representation of the health of a character

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]

Regeneration 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

 
A heart-based health point indicator similar to the one in The Legend of Zelda

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), and health gradually regenerates over time.[60] In Hydlide (1984) and the Ys series,[61][62] the character's health (represented as both hit points and a health meter) are 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

References edit

  1. ^ Fullerton 2014, pp. 79, 130.
  2. ^ a b Moore 2011, p. 91.
  3. ^ a b Fullerton 2014, p. 130.
  4. ^ Brathwaite & Schreiber 2009, p. 225.
  5. ^ Schwab 2009, p. 85.
  6. ^ Adams 2010, p. 408.
  7. ^ Kremers 2009, p. 378.
  8. ^ Moore 2011, p. 142.
  9. ^ Rogers 2010, pp. 276–277.
  10. ^ Adams & Dormans 2012, p. 290.
  11. ^ Adams, Tarn (27 February 2008). "Interview: The Making Of Dwarf Fortress". Gamasutra (Interview). Interviewed by Josh Harris. from the original on 2013-11-12. Retrieved 17 April 2014.
  12. ^ a b Burford, GB (August 21, 2015). "Fallout 3 Isn't Really an RPG". Kotaku. from the original on October 30, 2020. Retrieved August 25, 2020.
  13. ^ Stapleton, Dan (July 2, 2010). "Exclusive Fallout: New Vegas trait revealed". PC Gamer. from the original on April 25, 2020. Retrieved August 25, 2020.
  14. ^ Hernandez, Patricia (January 4, 2016). "Fallout 3 Beaten in Under 15 Minutes, A New World Record". Kotaku. from the original on August 23, 2020. Retrieved August 25, 2020.
  15. ^ a b Rogers 2010, p. 172.
  16. ^ Martindale, Jon (October 3, 2012). . Kit Guru Gaming. Archived from the original on May 28, 2015. Retrieved November 21, 2014.
  17. ^ Novak 2013, p. 31.
  18. ^ Moore 2011, pp. 151, 194.
  19. ^ Duggan 2011, pp. 109, 141.
  20. ^ Tan, Maurice (January 13, 2012). "A starter's guide to Robot Entertainment's Hero Academy". Destructoid. from the original on August 25, 2012. Retrieved August 25, 2012.
  21. ^ Onyett, Charles (June 19, 2012). "Dota 2: Playing the Phantom Assassin". IGN. from the original on June 22, 2012. Retrieved August 25, 2012.
  22. ^ Carter, Chris (June 17, 2013). "Impressions: League of Legends: Aatrox". Destructoid. from the original on October 29, 2020. Retrieved August 25, 2020.
  23. ^ Goldfarb, Andrew (September 14, 2012). "Diablo III Reducing Inferno Difficulty". IGN. from the original on November 1, 2020. Retrieved August 25, 2020.
  24. ^ Hancock, Patrick (June 27, 2013). "Review: Rogue Legacy". Destructoid. from the original on March 5, 2016. Retrieved July 5, 2013.
  25. ^ Carter, Chris (March 14, 2013). "God of War: Ascension single and multiplayer guide". Destructoid. from the original on October 21, 2020. Retrieved August 25, 2020.
  26. ^ Fullerton 2014, p. 79.
  27. ^ Moriarty, Jonathan (December 2, 2010). . Baltimoregamer.com. Archived from the original on 28 April 2012. Retrieved November 21, 2014.
  28. ^ "CAPCOM: STREET FIGHTER X TEKKEN | Official Web Manual".
  29. ^ a b Adams 2010, p. 466.
  30. ^ Howley, Greg (2019-04-26). "Beyond Hit Points: The Evolution of RPG Combat Mechanics". GeekDad. from the original on 2022-02-23. Retrieved 2022-02-23.
  31. ^ Mackay, Daniel (2017). The Fantasy Role-Playing Game: A New Performing Art. McFarland. p. 173. ISBN 9780786450473.
  32. ^ Schreiber, Ian; Romero, Brenda (2021). Game Balance. CRC Press. ISBN 9781351643412.
  33. ^ Moore 2011, p. 46.
  34. ^ Rogers 2010, pp. 172, 276.
  35. ^ "Guilty Gear Strive: Damage Scaling Explained". 17 June 2021.
  36. ^ Zwiezen, Zack (4 February 2019). "The Weird Story Behind Doom's Rare "Ouch Face"". Kotaku Australia. Retrieved 12 June 2023.
  37. ^ Antista, Chris (August 17, 2010). . GamesRadar+. p. 2. Archived from the original on December 28, 2014.
  38. ^ Pearson, Craig (May 16, 2007). . PC Gamer UK. Future Publishing Limited. Archived from the original on September 9, 2007. Retrieved April 12, 2014.
  39. ^ "Half-Life: Alyx Wiki Guide, Chapter 2: The Quarantine Zone". IGN. 2020-03-26. from the original on 2020-08-08.
  40. ^ a b Barton, Matt (February 23, 2007). . Gamasutra. Archived from the original on April 19, 2007. Retrieved August 14, 2020.
  41. ^ Rogers 2010, pp. 166–167.
  42. ^ Schell 2008, p. 237.
  43. ^ Saunders & Novak 2012, p. 231.
  44. ^ Rogers 2010, p. 173.
  45. ^ a b c Rausch, Allen (August 19, 2004). "Dave Arneson Interview". GameSpy. from the original on August 22, 2004. Retrieved January 9, 2014.
  46. ^ Carreker 2012, p. 334.
  47. ^ a b Fannon 1999, p. 249.
  48. ^ a b c Tresca 2010, p. 53-54.
  49. ^ "Weird of Oz Huffs About Hit Points – Black Gate". 25 March 2013.
  50. ^ Costikyan 2013, p. 46.
  51. ^ . Archived from the original on 2016-07-31.
  52. ^ Ragan, Jess (June 15, 2006). . 1UP.com. Archived from the original on 2006-06-17. Retrieved 30 May 2021.
  53. ^ a b . GamesRadar. October 8, 2010. Archived from the original on January 18, 2016. Retrieved August 14, 2020.
  54. ^ 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.
  55. ^ "Glass Joe Boxes Clever". Computer + Video Games. Future Publishing: 47. August 1984. from the original on 2017-10-22. Retrieved 2015-01-02.
  56. ^ Good, Owen S. (24 November 2019). "Yie Ar Kung Fu, one of the earliest fighting games, comes to Switch and PS4". Polygon. from the original on 10 May 2021. Retrieved 10 May 2021.
  57. ^ Lendino, Jamie (27 September 2020). Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. pp. 289–290. 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
  58. ^ 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.
  59. ^ Szczepaniak, John (November 2015). The Untold History of Japanese Game Developers. Vol. 2 (First ed.). S.M.G Szczepaniak. p. 32. ISBN 978-1518818745.
  60. ^ "Crisis Mountain Apple II Manual" (PDF). 1982. (PDF) from the original on 2022-06-26. Retrieved 2021-02-06.
  61. ^ a b Dunn, Jeff (November 15, 2012). "Stop, Drop, and Heal: The history of regenerating health". GamesRadar. from the original on January 8, 2015. Retrieved January 8, 2015.
  62. ^ Sulliven, Lucas (March 10, 2014). "Top 7… Games you didn't know did it first". GamesRadar+. from the original on January 8, 2015. Retrieved January 8, 2015.
  63. ^ Greene, Robert (August 1, 2017). "Hydlide". Hardcore Gaming 101. from the original on August 26, 2020. Retrieved August 25, 2020.
  64. ^ Szczepaniak, John (July 7, 2011). "Falcom: Legacy of Ys". GamesTM (111): 152–159 [153]. from the original on April 23, 2016. Retrieved April 7, 2016.(cf. Szczepaniak, John (July 8, 2011). "History of Ys interviews". Hardcore Gaming 101. from the original on 16 May 2019. Retrieved 6 September 2011.)
  65. ^ Rogers 2010, p. 277.
  66. ^ Rogers, Scott (2014). Level Up! The Guide to Great Video Game Design (2nd ed.). John Wiley & Sons. p. 237. ISBN 9781118877197.
  67. ^ "Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax". Kotaku. August 26, 2019. from the original on 2020-06-29. Retrieved 2022-02-23.

Bibliography edit

External links edit

  •   Media related to HP bar at Wikimedia Commons

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Not to be confused with Life video games Health bar redirects here For the cereal bar see Energy bar 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 A health bar a possible representation of the health of a character Contents 1 Mechanics 1 1 Regeneration 1 2 Armor class 2 Presentation 3 History 3 1 Hit points 3 2 Health meter 3 3 Regeneration 3 4 Defense 4 See also 5 References 6 Bibliography 7 External linksMechanics editIn 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 Regeneration 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 nbsp A heart based health point indicator similar to the one in The Legend of ZeldaThe 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 editHit points edit The term hit points was coined by Dungeons amp Dragons co creator Dave Arneson 45 46 47 While developing the tabletop role playing game Dungeons amp 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 amp 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 and health gradually regenerates over time 60 In Hydlide 1984 and the Ys series 61 62 the character s health represented as both hit points and a health meter are 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 amp 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 amp Dragons moved away from the term armor class and simply replaced the term with defense 48 See also editMagic game terminology Experience point Medical state a real world indicator of health status for hospital patientsReferences edit Fullerton 2014 pp 79 130 a b Moore 2011 p 91 a b Fullerton 2014 p 130 Brathwaite amp 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 amp 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 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237 ISBN 9781118877197 Dungeons amp Deceptions The First D amp 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 editAdams 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 amp 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 amp 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 amp Company ISBN 978 0786460090 External links edit nbsp Media related to HP bar at Wikimedia Commons Retrieved from https en wikipedia org w index php title Health game terminology amp oldid 1211547399, wikipedia, wiki, book, books, 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