Once we had our injury
system in place, we quickly realized that having bloated numbers of
hit points was completely artificial. Though we had considered our
injury system as a percentage-based measurement of damage (ie, if
your character had 200 total hit points and you suffered 50% of that
in damage, you would incur the penalties we'd designed for having a
serious injury,) this violated another principle we tried to adhere
to during game design: keep things simple for fast gameplay. This was
just another calculation that players would have to make, and we
could see them making rough estimations or even forgetting to take
the penalties. Instead, we decided to make the hit points the injury
levels themselves. Slightly, Moderately, Seriously, and Critically
Wounded could all be sustained, but once a character reached
Unconscious/Dying, that character was no longer functional until
healed. Essentially, your character only has 5 hit points,
corresponding with each of the injury levels mentioned above. This
never changes—you can't gain more hit points, no matter how
experienced your character is. The question is, does this level of
realism work, and can it be fun? Find out tomorrow...
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