YolkfolkThe Dizzy Fansite 0 logged in0 playing
Community discussion

Do You Like The Health Bar In Computer Games?

Started by Stephen Parry on 23 February 2012 • 2,711 views

4 posts
#55130

Is there anyone out there who, like me, hates the idea of a health bar in games such as Dizzy?

I must admit, I HATE the idea of a health bar in any computer game. I much prefer having lives which you either save or lose depending on what happens in a game. Perhaps I'm just a cranky thirtysomething, but I find it incredibly frustrating when you're doing well in a game and something, such as a drop of water or an attack from an enemy, depletes your life bar. :wall:

I just like a game where I have x amount of lives and I either lose them or save them and complete the game. I feel I know where I stand and can plan accordingly. Whilst the presence of a health bar in a game doesn't mean I dislike the game, it's too much of an unknown and wrecks the plans of someone like me, a person whose flaw is that he likes everything to be prim and proper. :laugh:

I guess that's the reason the first ever Dizzy game is so appealing to me. I start off with three lives and I am totally responsible for my successes and failures, whereas the health bar is too much of an unknown quantity whilst progressing through a game.

What about the rest of you?

👍 0
#76676

[quote data-userid="409" data-postid="55130"]

I find it incredibly frustrating when you’re doing well in a game and something, such as a drop of water or an attack from an enemy, depletes your life bar. :wall:

[/quote]

Surely better than killing you dead? Some of the Dizzy games would be almost impossible if everything killed you rather than depleting the health bar.

👍 0
#76677
There is a trade-off: The more lives or energy you're given, the more the level designers feel justified in putting nigh-unavoidable hazards into your path. Think of Treasure Island Dizzy: You only get one life, but there are few dangers that can't be avoided with patience or a little forethought. Fantasy World Dizzy is much the same way, especially after you pass the first dragon. But then look at games like Dizzy and Fantastic Dizzy, where you can pick up many extra lives, but there are enemies on every screen, and a lot of them can change direction whenever they want, so sometimes you can't predict when you're going to collide with one.

I'm not sure I understand your point about health bars ruining planning. If anything, they make planning more interesting: "Okay, I know I'm going to lose most of my life on Zaks, so I'd better refill with these two diamonds before I approach him, then refill with those other two diamonds on the way out." See, conserving your health can be an active part of gameplay, while extra lives are nothing but mulligans.
👍 0
#76678
Thank you both for your views.

I guess it all comes down to the type of game you are playing, whether it be a Dizzy game or otherwise. I take Bag of Magic Food's point about a trade-off and planning. I suppose in my experience of all computer games, I've often done better with games featuring lives rather than games featuring a health bar. I guess it just plays to my strengths more.
👍 0