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Blogs

  The healing potions factor.
by Ofer Rubinstein on 11/08/09 02:55:00 pm
3 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 11/08/09 02:55:00 pm
 

[ From Pompi Pompi Gamers and Developers Blog ] 

I want to ask, why so many games have healing potions? Healing potions add another factor or variable to a game. Your character might be strong or the player might be skillful but don't have enough healing potions, and he would lose a battle because of lack of potions. On the other hand, a weaker character or less skillful player might have a lot of healing potions and he might win the same battle just because he had plenty of potions.
Healing potions make it more difficult both to the developer and the player to decide whether the character\player is strong enough for the challenge ahead. Maybe healing potions add to the gameplay? You need to decide which character to give the healing potion, when to do so, and if to do so or save it for later. On the other hand, most games don't intend healing to be such a primary part of the game, yet it becomes one of the most crucial aspects of the game.
What if one would design a game without healing potions? What can he do? He can make the character regenerate health with time or at checkpoints and design the game difficulty according to the fact there are no healing potions. Theoretically you can remove healing potions from a game by increasing the max health of the character and make checkpoints for the character to heal. The point is, you could design the game difficulty to be easy enough to complete without potions. I don't see what is the direct added value from healing potions in most games. 

I admit I didn't design enough games with or without healing potions to tell why they are needed or not needed. In a matter of fact, Labyrinthica has healing potions as well. Since the amount of healing potions lima can poses is limited to nine, the healing potions problem is less acute in Labyrinthica. When the game is easy enough you won't be able to stash more than nine potions, on the other hand, when you get into a difficult battle you would probably use a lot of healing potions in a short time. In boss battles, you can't use healing potions. It's kind of creating a controlled environment which makes it easier to tweak the difficulty level in the boss battles. I also think that healing potions and treasure in general give the player a reason to try and kill enemies. Otherwise he\she might just skip most of the game.
I will be honest, I didn't even consider to try make Labyrinthica with no healing potions at all and this issue is something I still need to figure out. I think I will try to design future games with no healing potions at all, and see if I can make it work out.
What do you think?

 
 
Comments

Timothy Ryan
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There is a growing trend for games (usually shooters) to do away with health packs / potions and instead use the Halo-style regeneration system. While that makes the game more forgiving and easy to play, it also narrows the focus of the game away from the environment where the pick-ups can be found.

Given how dated the health-pick-up system is, it's not surprising that designers are dropping it all together as they focus on innovation and more exciting areas of the game.

However, I still firmly believe that games miss out if there's not some reward for exploration - and health packs / potions do provide that reward if nothing else does.

Christopher Wragg
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I think the good old Health pot will have a place in RPGs for a long while to come. For instance in Dragon Age the health potions serve a nice balance, as they're never found in large enough numbers naturally to be overly useful. So do you keep spending your fairly limited coin (at least early on) to stock up on potions, or do you forgo them and use/ teach a party mage to heal. In fact if you wished to waste the skills, you could user herbalism to make potions and forgo healers instead taking an entire team of damage dealers if your willing to risk running out. Either way the point is the humble potion is not only a reward, but in an RPG can serve as another branching piece of strategy.

Thomas Whitfield
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Dragon Age is an interesting example. I have a Mage and potions (with the auto scriptin set to mage heals and if the mage is uncussesful fro whatever reason (multiple party getting damage, mage interupted etc.) the character will drink a health potion.

My main character is a thiefy type for my firts playthrough (and also has herbalism). My characters (on the 360 version) still swill potions pretty fast... I think i'm fighting things a bit too tough for me usually... ity is starting to even out a bit for me.

I've run into 1 part of the game (not saying because of spoilers) where I ended up alone and only had 2 potions left. The area I was trapped in did npt ahve plants that I could use more ,and the moneters there very very rarely dropped anything on death (though I did get 1 more potion later in the area). I had to fight very carefully because my healing supply was so low. and my character was hard pressed to fight the 2 enemies at a time I was presented with a lot.. and was scared to death of the 3 enemy encounters in the area (where I inevitably had to use one fo my few remaining potions).

Dragon age has free/fast regen of health/stamina and mana between fights making it a bit of a hybrid between item based and regenerating health games.

Add in that all of the area spells can inflict friendly fire damage (a larger % of actual damage depending of difficulty level). A healing mage on AI control can spend more time/msns healing after casting a damage spell than if he/she just did nothing.


It is a really interesting example of both strategies for healing working together.

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Borderlands can also be set up to work both ways. it has purchased an d dropped heal packs (which heal over time and aren't isntant/ You can also select skills / gear that will heal over time as a trade off for shield power or skill points in a different skill.

I tend to play with bigger shields and inventory heal packs, a friend of mine is specced up and geared to regen health on his own. Both are possible.

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It is interesting to see this kind of combining of what have generally been seen as opposite strategies.


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