Well actually in the past decade the most influential change to the genre has been the total change of it thanks to Half Life, which alone shaped the modern fps. Quite simply everything post it has had its influence one way or another. Not saying that the popularisation of the recharge shield via halo has not made an impact, but it hardly stands toe to toe.
skrat_01
Point. Half Life is still technically of the "last decade" by a couple of months. I was under the bizarre impression that it was released in 1997, not 1998. Sorry 'bout that.
You make reference to me being wrong then don't actually point out what is wrong? Odd way to approach a discussion... :?
It doesn't make a game more challenging, it only makes it easier. If you are able to constantly refill your shields to maximum provided you find cover, you can literally never die. In shooters where the health resources are limited, you must plan your attacks to make sure you don't use too much health taking down enemies so that you will have enough left for the rest of the level.
So I am guessing that the recharging health in Medal of Honor: Airborne was a positive gameplay element, yes?
Halo has done nothing "new." Sure, it's done a lot for the mainstream FPS genre but nothing of it is "new." "Influential" definitely does not mean "good." Every FPS on consoles now, regardless of contextual correctness have begun using recharging shields/health, removing much of the challenge and rewards from playing the game smartly.
Please, if you say I am wrong, counter my arguments with points of your own, I'd be glad to read them. Don't just say I am "wrong" and then go on to say nothing.foxhound_fox
Correct. I'm sorry about that. I was talking about "lack of innovation". That was an important bit of information. You stated Halo innovated in no way whatsoever, and then you said you didn't like the innovations presented.
As for the recharging shield, it is a different way to do things. Just because it's there won't make a gama better - assuming I said that is a rather obvious straw man. Implementation and adjustment to other mechanics are paramount in deciding how to use it (if at all).
Properly used, it can raise the challenge by allowing for more, well, consistency in difficulty. In most 100 health-pickup based games, developers must account for the option of the player losing health, and it obviously shows. The game must be designed to offer a decent challenge, but the developers have no way of knowing (other than forcing it) how much health will the player have - so you either get smallish confrontations between "big" pieces or obvious patch-me-up zones, or more strangely, medkits in the ground in the middle of the battle.
Using a recharging shield system, you can make all battles as challenging as can be reasonably expected. Coupling it with decent AI (as in, won't stay put shooting a rock), your fear of "infinite health" becomes moot, as simply hiding behind a rock is useless. Added to this, a good dev should make your character be much more sensitive to damage, in order to prevent him from simply tanking it up -which would really, really ease the game up, as you mention.
This makes for a brand new experience: There is now an incentive to be both tactical and bold, without the need to make medkit breaks or zones. It encourages both experimentation and caution. That is it's main influence, and that's what has really popularized it -difficulty notwithstanding. It changes the flow of battles and levels completely, streamlines a process that already exists, and rewards "playing smartly" by letting you survive -instead of by making you need less medkits later on.
Sadly, this argument gets stonewalled in that difficulty is based on what the dev wants - the mechanics become irrelevant after that. For every get-100-rockets-to-the-face-before-you-die fragfest I could mention, you'll mention a just-stay-behind-the-box-while-you-heal one.
Along with this, the "golden triad" of halo is the second of the two big-time changes it made to the genre. Grenades, melee and firepower make for a decidedly different experience, opening up many, many new strategies and play type previously unreasonable.
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