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  • Blood Pact: The importance of heroic Spine

    by 
    Megan O'Neill
    Megan O'Neill
    09.10.2012

    Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill, Savior of Azeroth, revisits some old patch 4.3 raid fight that everyone might have forgotten about and reflects on the insights into DPS it gave her. Heroic Spine of Deathwing, 25man: I hated this fight with a passion. At first I hated it because I could not possibly contribute as my favorite spec affliction and call it even with the rest of my guild's raid. I could pass by on normal, blaming my lack of burst for my low-metered results, but that wasn't going to cut it on heroic. Then I started to hate the fight as I struggled to squeeze out every last drop of damage I had in me, even min-maxing my offspec demonology to progress with. Warlock hell, they called it. What a lockblock! My anger started to extend to things outside of WoW, emotionally and physically, because I was so frustrated with my apparent failure to kick some Destroyer derriere. But the fight really opened up a lot of the finer points of DPSing an encounter. Heroic Spine reminded me that the fight isn't all about the end DPS number when the combat logs stop flowing.

  • GDC08: What if your mana bar was green?

    by 
    Elizabeth Harper
    Elizabeth Harper
    02.18.2008

    At a morning GDC session, GoPets' Erik Bethke gave a standing-room-only-crowd some sage advice:People who use green for mana bars instead of blue for mana bars... that's just hubris.Of course what he means by this is that developers who defy basic gaming trends are setting themselves up for failure. To continue the mana bar metaphor, players have become accustomed to blue mana bars and green health bars from a long history of games. Mixing up this very basic element will only make a game less accessible. On the flip side of this, however, is innovation. If no one breaks the traditional molds, we may never see better games. But at the same time it's hard to argue with Bethke's example: why change a game element that players are accustomed to? It could make the difference between a game that's intuitive and quickly picked up by new players and a game that loses players before the tutorial's finished.%Gallery-16369%

  • World Wide WoW: The "Blood Bar"

    by 
    David Bowers
    David Bowers
    06.04.2007

    Can you imagine if every time someone talked about healing, they called it "adding blood" instead? In China, the word people use for "health" is "xue," which means "blood" (and is pronounced a bit like "shweh"). Traditionally in Chinese role-playing games, the health bar (or "blood bar") is red, instead of green.Now when you think about it, having a "blood bar" does make a certain sort of sense. After all, when you get hit by monsters, you lose blood, and any healing you take from others would have to somehow restore your blood to your body as well as sealing up all the holes in your flesh. Of course without healing, all those holes in the flesh would also prevent a warrior from swinging his sword around so freely, or at least make him limp a bit. But realism isn't really the issue here -- the idea of "blood" or "health" as a measurable quantity is just something we need as a symbol to represent the video game mechanics in an emotionally meaningful way. A game like WoW can't possibly be as complicated as real life; it would hardly be as fun as it is if it were. Instead, it needs to use real life metaphors as an access point to get you involved in the game, while in the end it's still all about numbers. Stripped of metaphorical words like "health" (or "blood"), playing World of Warcraft might look a bit like this: Player 4837 says, "I'll reduce your unit's primary points with my unit's special 'large-scale point reduction ability!' Pwned you!! haha!" only to be countered with Player 7490's response: "Oho! but my unit can use my secondary points to exchange for primary points, and make up for this loss! Noob!" Talk about boring! But underneath all the "fireballs" and "greater heals," this shifting of numbers around is exactly what we're doing when we play, no matter where we are or what language we speak.In China, of course, the points and numbers are exactly the same, but it makes sense that the underlying metaphor would be somewhat different. For them, "adding blood" to a wounded teammate feels just as natural as when we say we are "healing" them -- but when you translate their "blood" metaphor into our language, it gets pretty weird!