Renegade_Turner wrote:
Playability > Realism.
Playability/fun has an easy and clear win over the aspect of realism, because you can do without realism, but you can't do without playablity.
Of course, though usually realism can be funner, alot of times it's funner.
Now, for MGS, that game can't do with realism in this sense. You take damage too easily, there's no time to stop in the middle of a battle to actually heal yourself. It's an constantly fast action espionage game, I never said it's bad because of this, it's just an example. (of games that do this, that is, health recovery that doesn't take time to execute)
The actual "discussion" ["Healing Slaves i don't think should be usable in combat and..."], was on
when you could heal yourself. Not be able to heal yourself in battle, make it instant application (the example for Diablo and MGS), or have you actually sit down and heal yourself for like... 10 seconds . Which is more than enough time for an enemy to go up and kick you in the face (ten seconds seems like enough), you wouldn't heal yourself in combat, not because you simply can't hit the button, but because you know you can't pull it off. What you simply can't prove by saying Playability > Realism, a tad more realism usually means better playablitly, IMHO.
Fournine wrote:System Shock 2: Hypos, med-kits, and healing organs did healing over time. The only items that didn't do healing over time were food items, and that was because they only restored 1 hit point, anyway.
Metal of Honor series of games: Med-kits heal over time
NWN: uses turn-based action; had to wait until the computer determined it was your turn to act for your last command to take place. Even then, the healing was non-instantaneous, even though the time to complete healing from potions/magics was only around 0.5 seconds, anyway.
I don't, I mean, I already said that games use healing over time. I know this already, it's what I used Diablo 2 for. It has healing over time, it doesn't have actual real-time applying, everything is instantly used when you push the button.
I wanted to know of games that had healing done in realtime (or something like that), not instantly or in a time-freezing menu (nothing wrong with that for some games, they won't work without it). Actually I can name two, they don't really work to well though. In legend of zelda, you can heal yourself by drinking out of a bottle in real-time while the game is playing behind you, though you're invincible while this happens (or maybe time just stops... yeah that's probably what happens, nevermind). And then in Oblivion, you cast a spell that takes about 2 seconds to work, and you can be attacked while this is happening. But Oblivion is a bad example because the restoration spell is useless when you can just open up your menu and drink a bunch of potions, or just take the hit when you cast the spell, single attacks aren't worth anything in Oblivion, they don't throw you off your feet or cause you to grab your side in pain like in Lugaru.
In most games, this would just make gameplay ridiculesly harder. But in Lugaru, you don't need this extra help. So If you want to take a potion in combat, just do it, it's not that hard to run away and drink a vial. Because it's kinda wierd to determine for somebody else when then can heal or not. Distance, or if the guy is aware of you. Distance is a sure thing, but that's kinda annoying because you know you're safe but the game doesn't, thus you can't heal yourself. If it's determined by combat, then you could simply stitch your arm back up 5 feet away from an enemy with his back to you, that's not very efficient either. Heh heh, well good job if you happen to read this far (I usually read the last thing you say first though, don't know why).