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Health (game terminology)

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38: 2689: 345:, the numerical value of the character's health points is hidden from the player. However, when the player character receives a large amount of damage, the game screen (or the part of the screen to which damage was dealt) is painted red, often including drops of blood, which simulates the effect of real-life injury. As health is restored, these effects gradually disappear. 389:, the player rolls the dice during each battle, and depending on the number rolled, the character either kills the enemy or is killed. Because players did not want to lose the characters they had become accustomed to, Arneson created a "hit point" system based on similar mechanics previously used in the wargames 483:
system in which the player could only take damage once, but could continue the game at the expense of a life. The introduction of health meters granted players the right to make mistakes and allowed game developers to influence a game's difficulty by adjusting the damage an enemy character inflicts.
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The health indicator can be represented in various ways. The most basic forms are fractions and health bars, as well as various icons such as hearts or shields. More recent games can use a nonlinear health bar, where earlier hits take off more damage than later ones, in order to make the game appear
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that indicates how difficult it is to land a successful blow on a character with an attack; it can also indicate damage reduction to a character's health. AC is typically a representation of a character's physical defenses such as their ability to dodge attacks and their protective equipment. Armor
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The use of health points simplifies the game development process (since developers do not need to create complex damage systems), allows computers to simplify calculations associated with the game, and makes it easier for the player to understand the game. However, more complex and realistic damage
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A number of games incorporate a regeneration system that automatically replenishes health if the character does not take damage. This makes the game easier to play by giving the player the opportunity to restore the character's health after a difficult battle. This system may allow the player to
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uses a character portrait located at the bottom of the screen as such an indicator, in addition to a numerical health percentage display. If the hero takes damage, his face will appear increasingly pained and blood-covered. The health point indicator can also be part of the character. In
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or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat.
574:, uses a health meter to represent player health, with the bar depleting when taking damage. In addition to the player character having a health meter, the bosses also have health meters, which leads to the game temporarily becoming a one-on-one fighting game during boss battles. 193:. A number of games incorporate a mechanic known as "life steal" or "life leech", which allows a character to restore health by siphoning it from an enemy. Methods for replenishing health differ from each other and are dependent on the game's genre. In more dynamic 249: 693:, there is not an explicit attribute with that name in the game's rules. It seems more likely that Arneson's house rules for armor class never made it into the final published version of the wargame". However, many role-playing games that followed 530:, has a stamina meter that replenishes every time the player successfully strikes the opponent and decreases if the player fails to dodge the opponent's blow; if the meter is fully depleted, the player character loses consciousness. 385:, Arneson felt that it was more interesting for players to manage small squads than a large army. This also allowed them to act out the role of each squad member. However, this approach had one drawback: according to the rules of 290:, a VR game, the indicator is located on the back of the player's non-dominant hand, requiring the player to physically look at their tracked hand to check their health. The character's condition can be conveyed through sound. In 176:
series have both the player's and the opponent's health meters clearly visible, which allows the player to understand how successful their combat strategy is and how many remaining blows need to be inflicted on the enemy.
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usually have more health and armor. In many games, particularly role-playing video games, the player starts with a small number of health and defense points, but can increase them by gaining the required number of
170:, only the player's health points are visible. This is done so that the player does not know how many blows still need to be delivered, which makes the game less predictable. Contrariwise, other games such as the 113:, game designer Scott Rogers wrote that "health should deplete in an obvious manner, because with every hit, a player is closer to losing their life". As examples of visualizing health loss, Rogers cited 93:
In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as
401:. According to this system, each character has a certain number of hit points, which decreases with each blow dealt to them. This allows the character to survive several hits from an enemy. 145:
games use health points, but allow characters to inflict damage to different parts of the enemy's body, which affects gameplay. For example, if a leg is injured, the character can get a
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series, the player character initially only has one health point, and the character's appearance is used to signify the number of health points; if the character collects a
1288: 874: 552:(1984) with a health meter system. Each fighter has a health meter, which depletes as they take hits; once a fighter's health meter is fully depleted, it leads to a 189:
such as potions, food or first-aid kits. In role-playing video games, the player often can also restore a character's health by visiting a doctor or resting at an
1796: 1552: 1391: 2293: 2225: 988: 1909: 1218: 1181: 197:, it is important to quickly restore a character's health, while role-playing games feature slower-paced methods of health restoration to achieve realism. 1026: 1144: 149:, which will reduce their movement speed, and if their arm is injured, the character can drop their weapon. Health can also serve as a plot element. In 2097: 1592: 155:, if the protagonist takes too much damage, thus departing from the "correct" route, the game ends and returns the player to the nearest checkpoint. 1323: 2943: 1850: 951: 2130: 1527: 2721: 2052: 109:, it is considered important to clearly show that the player's character (or other object that they control) is losing health. In his book 1970: 1251: 1931: 1610: 914: 1093: 649:
series, the character's health (represented as both hit points and a health meter) are restored when the character does not move.
516:(1952–1968), has an energy bar that gradually depletes over time and some of which can be sacrificed for temporary invincibility. 3171: 2165: 1704: 2011: 1274: 866: 2671: 2648: 2625: 2602: 2579: 2556: 2533: 2510: 2487: 2445: 2422: 2399: 2376: 2353: 2330: 2036: 1815: 1800: 1566: 1383: 2714: 2269: 1446: 1421: 119: 2285: 391: 315: 2217: 974: 3176: 3135: 1895: 1204: 52:
quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In
1501: 1167: 2928: 2464: 310: 296:, the frequency of the player character's audible heartbeat is dependent on how much damage has been received. 65: 1130: 1034: 2087: 428:
also began moving away from one-hit deaths to health systems allowing players to take multiple hits, such as
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Like Thomas, the end bosses all had health meters, so the game would momentarily become a one-on-one fighter
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series, in which smoke begins to flow from the hood after the car takes a significant amount of damage.
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displays health as a number from 3 (full) to 0 (dead), and health gradually regenerates over time. In
518: 319:, it occupies one third of the HUD. However, a number of games do without such an indicator. In the 3130: 3099: 2971: 2873: 2769: 1900: 1537: 706: 665: 606: 586: 298: 81: 309:
The player character's health point indicator often occupies a significant position in the game's
3150: 2858: 2693: 280: 274: 139:, instead of health points, dwarves have separate body parts, each of which can be damaged. The 3087: 3082: 3051: 2923: 2878: 2663: 397: 267: 1964: 1241: 3013: 1618: 900: 596: 416: 360: 292: 2286:"Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax" 3030: 2800: 2571: 2388:
The Game Developer's Dictionary: A Multidisciplinary Lexicon for Professionals and Students
656: 651: 495: 330: 8: 2981: 2893: 2823: 2525: 1353: 405: 254: 160: 151: 141: 3120: 3072: 2948: 2848: 2790: 2759: 480: 476: 456:(1982) allowing players to take multiple hits at the cost of reducing maneuverability. 452: 410: 94: 73: 53: 31: 2838: 3067: 2918: 2667: 2644: 2640: 2621: 2598: 2575: 2552: 2529: 2506: 2483: 2460: 2441: 2418: 2395: 2372: 2368: 2349: 2326: 2265: 2032: 2007: 1936: 1905: 1442: 1417: 228: 77: 2153: 697:
moved away from the term "armor class" and simply replaced the term with "defense".
442:(1979) numerically representing an energy supply that depletes when taking hits and 3125: 3008: 2976: 2903: 2898: 2805: 2764: 2594: 2548: 2437: 2391: 1694: 711: 421: 381: 341: 125: 99: 69: 3077: 633: 433: 286: 123:, who loses a piece of armor with each sustained hit, as well as the cars in the 1611:"The History of Computer Role-Playing Games Part 1: The Early Years (1980–1983)" 3046: 2868: 2853: 2815: 2795: 1884:(DVD) (in English and Japanese). Hardcore Gaming 101. Event occurs at 1:34:00. 591: 579: 567: 534: 326: 233: 172: 166: 135: 68:
representing the health of a character or object. The game character can be a
3165: 3145: 3140: 2938: 2933: 2833: 1932:"Yie Ar Kung Fu, one of the earliest fighting games, comes to Switch and PS4" 716: 619: 539: 447: 186: 146: 49: 1825: 3104: 2908: 2774: 2125: 1532: 660: 548: 425: 365: 335: 302:
uses a similar system, but transmits the heartbeat via vibrations from the
623:(1984) further popularized the use of a health bar in role-playing games. 2986: 2953: 2476:
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
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The indicator can be combined with other elements of the game interface.
194: 106: 329:, they grow in size and gain an additional health point. In a number of 37: 3003: 2913: 2883: 2730: 2092: 862: 469: 376: 2699: 681:
Arneson is also credited for the term "armor class" which was used in
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History of Digital Games: Developments in Art, Design and Interaction
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safely run through dangerous parts of the game without consequence.
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A health bar, a possible representation of the health of a character
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established health meters as a standard feature in fighting games.
553: 527: 204: 1816:"Playing With Power: Great Ideas That Have Changed Gaming Forever" 284:, it is represented as a tattoo on the main character's chest. In 232:
class is a mechanic that can be used as part of health and combat
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games often regenerate part of the health of a resting character.
3092: 2193: 2188: 1820: 1699: 771: 689:; "although armor class might have been inspired by the rules in 663:'s Jeff Dunn, regeneration in its current form was introduced in 639: 601: 248: 655:(2001) is credited with popularizing the use of regeneration in 185:
Players can often restore a character's health by using various
2688: 2031:. Vol. 2 (First ed.). S.M.G Szczepaniak. p. 32. 983: 909: 719:, a real-world indicator of health status for hospital patients 613:, which took it a step further with a regenerating health bar. 585:
Health meters also began being used to represent hit points in
543: 443: 420:(1982), which includes an audible heartbeat influenced by the 614: 507: 503: 1657: 1589:"Half-Life: Alyx Wiki Guide, Chapter 2: The Quarantine Zone" 1354:"CAPCOM: STREET FIGHTER X TEKKEN | Official Web Manual" 843: 729: 571: 252:
A heart-based health point indicator similar to the one in
2088:"Stop, Drop, and Heal: The history of regenerating health" 1753: 1751: 1749: 1467: 1384:"Beyond Hit Points: The Evolution of RPG Combat Mechanics" 1073: 761: 759: 414:(1980), in which health is represented by a fraction, and 2212: 1633: 1213: 1139: 1061: 429: 190: 1736: 1734: 1008: 1006: 831: 1966:
Attract Mode: The Rise and Fall of Coin-Op Arcade Games
1777: 1746: 1719: 1365: 1363: 1303: 756: 2241: 2081: 2079: 1731: 1669: 1645: 1003: 807: 746: 744: 2264:(2nd ed.). John Wiley & Sons. p. 237. 1360: 278:, it is located on the main character's costume. In 2362: 1688: 1686: 1684: 1455: 1414:
The Fantasy Role-Playing Game: A New Performing Art
1049: 819: 795: 783: 777: 578:established health meters as a standard feature in 2591:Game Development Essentials: Game Interface Design 2076: 741: 1771:"Weird of Oz Huffs About Hit Points – Black Gate" 3163: 2545:The Official GameSalad Guide to Game Development 1879: 1681: 1502:"The Weird Story Behind Doom's Rare "Ouch Face"" 894: 892: 464:"Health bar" redirects here. For the candy, see 2568:Level Up!: The Guide to Great Video Game Design 1436: 979:Beaten in Under 15 Minutes, A New World Record" 111:Level Up!: The Guide to Great Video Game Design 2262:Level Up! The Guide to Great Video Game Design 2029:The Untold History of Japanese Game Developers 1882:The Untold History of Japanese Game Developers 1581: 1487:"Guilty Gear Strive: Damage Scaling Explained" 2715: 2588: 1845: 1843: 1663: 889: 82:destructible elements of the game environment 2339: 1604: 1602: 1094:"A starter's guide to Robot Entertainment's 849: 2660:The Evolution of Fantasy Role-Playing Games 2499:Level Design: Concept, Theory, and Practice 2363:Brathwaite, Brenda; Schreiber, Ian (2009). 2215: 2186: 2121:"Top 7… Games you didn't know did it first" 2026: 1993: 1991: 1797:"Rogue Instruction Manual © 1985 EPYX, Inc" 1565:. Future Publishing Limited. Archived from 599:. This inspired the use of a health bar in 2722: 2708: 2180: 1840: 1519: 1024: 475:Before the introduction of health meters, 133:systems are used in a number of games. In 2473: 2408: 1783: 1599: 1309: 972: 935: 873:(Interview). Interviewed by Josh Harris. 867:"Interview: The Making Of Dwarf Fortress" 765: 735: 2614:The Art of Game Design: A Book of Lenses 2589:Saunders, Kevin; Novak, Jeannie (2012). 2385: 2118: 1997: 1988: 1725: 1321: 1202: 247: 36: 2729: 2496: 1962: 1550: 1525: 1499: 1437:Schreiber, Ian; Romero, Brenda (2021). 1322:Moriarty, Jonathan (December 2, 2010). 1239: 1203:Goldfarb, Andrew (September 14, 2012). 973:Hernandez, Patricia (January 4, 2016). 898: 813: 546:, replaced the point-scoring system of 14: 3164: 2944:Turns, rounds and time-keeping systems 2657: 2634: 2611: 2565: 2454: 2431: 2340:Adams, Ernest; Dormans, Joris (2012). 2259: 2247: 2151: 1969:. Steel Gear Press. pp. 289–290. 1880:John Szczepaniak (2014). "Flash Boy". 1757: 1740: 1692: 1675: 1651: 1639: 1608: 1473: 1411: 1381: 1272: 1165: 1128: 1079: 1012: 837: 789: 2703: 2542: 2519: 2316: 1973:from the original on 14 February 2023 1813: 1461: 1369: 1291:from the original on October 21, 2020 1221:from the original on November 1, 2020 1184:from the original on October 29, 2020 1067: 1055: 917:from the original on October 30, 2020 861: 825: 801: 750: 2342:Game Mechanics: Advanced Game Design 2168:from the original on August 26, 2020 2133:from the original on January 8, 2015 2100:from the original on January 8, 2015 2085: 1963:Lendino, Jamie (27 September 2020). 1929: 1851:"Gaming's most important evolutions" 1707:from the original on August 22, 2004 1110:from the original on August 25, 2012 991:from the original on August 23, 2020 617:'s arcade action role-playing title 379:based on the latter's previous game 358:The term "hit points" was coined by 2201:from the original on April 23, 2016 2027:Szczepaniak, John (November 2015). 1324:"Video Game Basics: The Health Bar" 1091: 1025:Martindale, Jon (October 3, 2012). 954:from the original on April 25, 2020 582:action games such as beat 'em ups. 102:and raising the character's level. 80:. Health can also be attributed to 56:, this typically takes the form of 24: 2216:Szczepaniak, John (July 8, 2011). 2187:Szczepaniak, John (July 7, 2011). 2119:Sulliven, Lucas (March 10, 2014). 1998:Williams, Andrew (16 March 2017). 1930:Good, Owen S. (24 November 2019). 1609:Barton, Matt (February 23, 2007). 1526:Antista, Chris (August 17, 2010). 1254:from the original on March 5, 2016 1240:Hancock, Patrick (June 27, 2013). 1147:from the original on June 22, 2012 25: 3188: 2681: 2457:Fantasy Roleplaying Gamer's Bible 2152:Greene, Robert (August 1, 2017). 2053:"Crisis Mountain Apple II Manual" 1857:. October 8, 2010. Archived from 1693:Rausch, Allen (August 19, 2004). 1500:Zwiezen, Zack (4 February 2019). 1129:Onyett, Charles (June 19, 2012). 1092:Tan, Maurice (January 13, 2012). 626: 2687: 2459:. Obsidian Studios Corporation. 2228:from the original on 16 May 2019 2086:Dunn, Jeff (November 15, 2012). 1944:from the original on 10 May 2021 1595:from the original on 2020-08-08. 1528:"The 10 most creative life bars" 1273:Carter, Chris (March 14, 2013). 631:The 1982 Apple II platform game 2310: 2296:from the original on 2020-06-29 2278: 2253: 2145: 2112: 2065:from the original on 2022-06-26 2045: 2020: 1956: 1923: 1912:from the original on 2017-10-22 1888: 1873: 1807: 1789: 1763: 1551:Pearson, Craig (May 16, 2007). 1544: 1493: 1479: 1430: 1405: 1394:from the original on 2022-02-23 1375: 1346: 1315: 1266: 1233: 1196: 1166:Carter, Chris (June 17, 2013). 1159: 1135:: Playing the Phantom Assassin" 1122: 1085: 1018: 966: 936:Stapleton, Dan (July 2, 2010). 929: 899:Burford, GB (August 21, 2015). 877:from the original on 2013-11-12 855: 778:Brathwaite & Schreiber 2009 673:only used shield regeneration. 459: 243: 236:. AC "is roughly equivalent to 180: 210: 13: 1: 3172:Role-playing game terminology 2455:Fannon, Sean Patrick (1999). 2365:Challenges for Game Designers 1814:Ragan, Jess (June 15, 2006). 1279:single and multiplayer guide" 723: 353: 2741:Glossary of video game terms 1209:Reducing Inferno Difficulty" 1027:"Let's Kill off Health Bars" 215:In some role-playing games, 88: 7: 2319:Fundamentals of Game Design 1536:. p. 2. Archived from 1382:Howley, Greg (2019-04-26). 700: 10: 3193: 2637:AI Game Engine Programming 2218:"History of Ys interviews" 1416:. McFarland. p. 173. 676: 468:. For the cereal bar, see 463: 370:tabletop role-playing game 348: 29: 3113: 3060: 3039: 2964: 2814: 2783: 2747: 2738: 2497:Kremers, Rudolph (2009). 2474:Fullerton, Tracy (2014). 1664:Saunders & Novak 2012 502:action game based on the 2972:Destructible environment 2658:Tresca, Michael (2010). 2432:Duggan, Michael (2011). 2409:Costikyan, Greg (2013). 1896:"Glass Joe Boxes Clever" 1695:"Dave Arneson Interview" 850:Adams & Dormans 2012 707:Magic (game terminology) 659:. However, according to 607:action role-playing game 587:role-playing video games 30:Not to be confused with 27:Gaming-related attribute 2664:McFarland & Company 2543:Novak, Jeannie (2013). 2520:Moore, Michael (2011). 1553:"PC Feature Long Play: 1412:Mackay, Daniel (2017). 691:Don't Give Up the Ship! 368:. While developing the 3177:Video game terminology 2635:Schwab, Brian (2009). 2612:Schell, Jesse (2008). 2566:Rogers, Scott (2010). 2386:Carreker, Dan (2012). 2317:Adams, Ernest (2010). 2260:Rogers, Scott (2014). 2189:"Falcom: Legacy of Ys" 1901:Computer + Video Games 1242:"Review: Rogue Legacy" 695:Dungeons & Dragons 687:Dungeons & Dragons 494:(1981) for the arcade 408:to use hit points are 392:Don't Give Up the Ship 373:Dungeons & Dragons 361:Dungeons & Dragons 258: 158:In some games such as 42: 3014:Procedural generation 2572:John Wiley & Sons 2522:Basics of Game Design 1540:on December 28, 2014. 1277:God of War: Ascension 657:first-person shooters 597:Bullet-Proof Software 595:(1984), developed by 417:Dungeons of Daggorath 331:first-person shooters 293:Dungeons of Daggorath 251: 40: 2801:Non-player character 2696:at Wikimedia Commons 2526:Taylor & Francis 2411:Uncertainty in Games 2006:. pp. 143–146. 1569:on September 9, 2007 1476:, pp. 172, 276. 1082:, pp. 109, 141. 1070:, pp. 151, 194. 905:Isn't Really an RPG" 865:(27 February 2008). 671:Halo: Combat Evolved 652:Halo: Combat Evolved 496:DECO Cassette System 3040:Movement techniques 2824:Collision detection 2434:RPG Maker for Teens 2292:. August 26, 2019. 2222:Hardcore Gaming 101 2162:Hardcore Gaming 101 1908:: 47. August 1984. 1861:on January 18, 2016 1642:, pp. 166–167. 1591:. IGN. 2020-03-26. 840:, pp. 276–277. 738:, pp. 79, 130. 406:home computer games 316:The Legend of Zelda 255:The Legend of Zelda 161:The Legend of Zelda 66:numerical attribute 48:is a video game or 3121:Advance And Secure 1328:Baltimoregamer.com 940:Fallout: New Vegas 566:(1984), an arcade 538:(1984), an arcade 522:(1983), an arcade 477:action video games 453:Tron: Deadly Discs 404:Some of the first 259: 54:role-playing games 43: 32:Life (video games) 3159: 3158: 3136:Last man standing 2919:Scripted sequence 2692:Media related to 2641:Course Technology 2369:Course Technology 2197:(111): 152–159 . 2013:978-1-317-50381-1 1906:Future Publishing 1621:on April 19, 2007 1170:League of Legends 479:typically used a 238:defensive dodging 229:derived statistic 120:Ghosts 'n Goblins 100:experience points 16:(Redirected from 3184: 3151:King of the hill 3126:Capture the flag 3009:Persistent world 2977:Instance dungeon 2904:Random encounter 2899:Quick time event 2806:Player character 2765:Experience point 2724: 2717: 2710: 2701: 2700: 2691: 2677: 2654: 2631: 2608: 2595:Cengage Learning 2585: 2562: 2549:Cengage Learning 2539: 2516: 2493: 2470: 2451: 2438:Cengage Learning 2428: 2405: 2392:Cengage Learning 2382: 2359: 2336: 2305: 2304: 2302: 2301: 2282: 2276: 2275: 2257: 2251: 2245: 2239: 2237: 2235: 2233: 2210: 2208: 2206: 2184: 2178: 2177: 2175: 2173: 2149: 2143: 2142: 2140: 2138: 2116: 2110: 2109: 2107: 2105: 2083: 2074: 2073: 2071: 2070: 2064: 2057: 2049: 2043: 2042: 2024: 2018: 2017: 1995: 1986: 1985: 1980: 1978: 1960: 1954: 1953: 1951: 1949: 1927: 1921: 1920: 1918: 1917: 1892: 1886: 1885: 1877: 1871: 1870: 1868: 1866: 1847: 1838: 1837: 1835: 1833: 1824:. Archived from 1811: 1805: 1804: 1799:. Archived from 1793: 1787: 1781: 1775: 1774: 1773:. 25 March 2013. 1767: 1761: 1760:, p. 53-54. 1755: 1744: 1738: 1729: 1723: 1717: 1716: 1714: 1712: 1690: 1679: 1673: 1667: 1661: 1655: 1649: 1643: 1637: 1631: 1630: 1628: 1626: 1617:. Archived from 1606: 1597: 1596: 1585: 1579: 1578: 1576: 1574: 1548: 1542: 1541: 1523: 1517: 1516: 1514: 1512: 1506:Kotaku Australia 1497: 1491: 1490: 1483: 1477: 1471: 1465: 1459: 1453: 1452: 1434: 1428: 1427: 1409: 1403: 1402: 1400: 1399: 1379: 1373: 1367: 1358: 1357: 1350: 1344: 1343: 1341: 1339: 1334:on 28 April 2012 1330:. Archived from 1319: 1313: 1307: 1301: 1300: 1298: 1296: 1270: 1264: 1263: 1261: 1259: 1237: 1231: 1230: 1228: 1226: 1200: 1194: 1193: 1191: 1189: 1163: 1157: 1156: 1154: 1152: 1126: 1120: 1119: 1117: 1115: 1089: 1083: 1077: 1071: 1065: 1059: 1053: 1047: 1046: 1044: 1042: 1033:. Archived from 1022: 1016: 1010: 1001: 1000: 998: 996: 970: 964: 963: 961: 959: 933: 927: 926: 924: 922: 896: 887: 886: 884: 882: 859: 853: 847: 841: 835: 829: 823: 817: 811: 805: 799: 793: 787: 781: 775: 769: 763: 754: 748: 739: 733: 712:Experience point 589:, starting with 422:player character 311:heads-up display 223:; also known as 152:Assassin's Creed 126:Grand Theft Auto 70:player character 21: 3192: 3191: 3187: 3186: 3185: 3183: 3182: 3181: 3162: 3161: 3160: 3155: 3109: 3056: 3035: 2960: 2810: 2779: 2743: 2734: 2728: 2684: 2674: 2651: 2628: 2605: 2582: 2559: 2536: 2513: 2490: 2467: 2448: 2425: 2402: 2379: 2356: 2333: 2313: 2308: 2299: 2297: 2284: 2283: 2279: 2272: 2258: 2254: 2246: 2242: 2231: 2229: 2204: 2202: 2185: 2181: 2171: 2169: 2150: 2146: 2136: 2134: 2117: 2113: 2103: 2101: 2084: 2077: 2068: 2066: 2062: 2055: 2051: 2050: 2046: 2039: 2025: 2021: 2014: 1996: 1989: 1976: 1974: 1961: 1957: 1947: 1945: 1928: 1924: 1915: 1913: 1894: 1893: 1889: 1878: 1874: 1864: 1862: 1849: 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473: 462: 356: 351: 287:Half-Life: Alyx 262:more exciting. 246: 240:in war games". 213: 183: 91: 35: 28: 23: 22: 15: 12: 11: 5: 3190: 3180: 3179: 3174: 3157: 3156: 3154: 3153: 3148: 3143: 3138: 3133: 3128: 3123: 3117: 3115: 3111: 3110: 3108: 3107: 3102: 3097: 3096: 3095: 3090: 3080: 3075: 3070: 3064: 3062: 3058: 3057: 3055: 3054: 3049: 3047:Rocket jumping 3043: 3041: 3037: 3036: 3034: 3033: 3028: 3023: 3022: 3021: 3011: 3006: 3001: 2996: 2995: 2994: 2989: 2979: 2974: 2968: 2966: 2962: 2961: 2959: 2958: 2957: 2956: 2946: 2941: 2936: 2931: 2926: 2921: 2916: 2911: 2906: 2901: 2896: 2891: 2886: 2881: 2876: 2871: 2869:Loading screen 2866: 2861: 2856: 2854:Invisible wall 2851: 2846: 2841: 2836: 2831: 2826: 2820: 2818: 2812: 2811: 2809: 2808: 2803: 2798: 2793: 2787: 2785: 2781: 2780: 2778: 2777: 2772: 2767: 2762: 2757: 2751: 2749: 2745: 2744: 2739: 2736: 2735: 2727: 2726: 2719: 2712: 2704: 2698: 2697: 2683: 2682:External links 2680: 2679: 2678: 2673:978-0786460090 2672: 2655: 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CRC Press. 1440: 1433: 1425: 1423:9780786450473 1419: 1415: 1408: 1393: 1389: 1385: 1378: 1371: 1366: 1364: 1355: 1349: 1333: 1329: 1325: 1318: 1312:, p. 79. 1311: 1306: 1290: 1286: 1285: 1280: 1278: 1269: 1253: 1249: 1248: 1243: 1236: 1220: 1216: 1215: 1210: 1208: 1199: 1183: 1179: 1178: 1173: 1171: 1162: 1146: 1142: 1141: 1136: 1134: 1125: 1109: 1105: 1104: 1099: 1097: 1088: 1081: 1076: 1069: 1064: 1058:, p. 31. 1057: 1052: 1036: 1032: 1028: 1021: 1014: 1009: 1007: 990: 986: 985: 980: 978: 969: 953: 949: 948: 943: 941: 932: 916: 912: 911: 906: 904: 895: 893: 876: 872: 868: 864: 858: 851: 846: 839: 834: 827: 822: 815: 810: 803: 798: 792:, p. 85. 791: 786: 779: 774: 767: 762: 760: 753:, p. 91. 752: 747: 745: 737: 732: 728: 718: 717:Medical state 715: 713: 710: 708: 705: 704: 698: 696: 692: 688: 684: 674: 672: 668: 667: 662: 658: 654: 653: 648: 647: 642: 641: 636: 635: 624: 622: 621: 620:Dragon Buster 616: 612: 608: 604: 603: 598: 594: 593: 588: 583: 581: 577: 573: 570:developed by 569: 565: 564: 559: 555: 551: 550: 545: 542:developed by 541: 540:fighting game 537: 536: 531: 529: 526:developed by 525: 521: 520: 515: 514: 509: 505: 501: 497: 493: 489: 485: 482: 478: 471: 467: 457: 455: 454: 449: 448:Intellivision 445: 441: 440: 435: 431: 427: 423: 419: 418: 413: 412: 407: 402: 400: 399: 394: 393: 388: 384: 383: 378: 374: 371: 367: 363: 362: 346: 344: 343: 338: 337: 332: 328: 324: 323: 318: 317: 312: 307: 305: 301: 300: 295: 294: 289: 288: 283: 282: 277: 276: 270: 269: 263: 257: 256: 250: 241: 239: 235: 230: 226: 222: 219:(abbreviated 218: 208: 206: 202: 198: 196: 192: 188: 178: 175: 174: 169: 168: 163: 162: 156: 154: 153: 148: 144: 143: 138: 137: 130: 128: 127: 122: 121: 116: 112: 108: 103: 101: 96: 86: 83: 79: 75: 71: 67: 63: 59: 55: 51: 50:tabletop game 47: 39: 33: 19: 18:Health points 3105:Speedrunning 2909:Replay value 2775:Critical hit 2754: 2659: 2636: 2613: 2590: 2567: 2544: 2521: 2498: 2475: 2456: 2433: 2410: 2387: 2364: 2341: 2318: 2311:Bibliography 2298:. 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Index

Health points
Life (video games)
A light red bar, 39% of which is filled with a darker shade of red
tabletop game
role-playing games
numerical attribute
player character
boss
mob
destructible elements of the game environment
tanks
experience points
game design
Arthur
Ghosts 'n Goblins
Grand Theft Auto
Dwarf Fortress
Fallout
fracture
Assassin's Creed
The Legend of Zelda
Monster Hunter
Street Fighter
items
inn
action games
Tag team
derived statistic
game balancing
Eleven pixelated hearts are displayed, seven and a half of which are filled

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