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Health (game terminology)

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27: 2678: 334:, 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. 378:, 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 472:
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.
563:, 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. 182:. 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 238: 682:, 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 519:, 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. 374:, 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 279:, 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 165:
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
159:, 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 102:, 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 82:
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
390:. 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. 134:
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
1277: 863: 541:(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 178:
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
1785: 1541: 1380: 2282: 2214: 977: 1898: 1207: 1170: 186:, it is important to quickly restore a character's health, while role-playing games feature slower-paced methods of health restoration to achieve realism. 1015: 1133: 138:, 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 2086: 1581: 144:, if the protagonist takes too much damage, thus departing from the "correct" route, the game ends and returns the player to the nearest checkpoint. 1312: 2932: 1839: 940: 2119: 1516: 2710: 2041: 98:, it is considered important to clearly show that the player's character (or other object that they control) is losing health. In his book 1959: 1240: 1920: 1599: 903: 1082: 638:
series, the character's health (represented as both hit points and a health meter) are restored when the character does not move.
505:(1952–1968), has an energy bar that gradually depletes over time and some of which can be sacrificed for temporary invincibility. 3160: 2154: 1693: 2000: 1263: 855: 2660: 2637: 2614: 2591: 2568: 2545: 2522: 2499: 2476: 2434: 2411: 2388: 2365: 2342: 2319: 2025: 1804: 1789: 1555: 1372: 2703: 2258: 1435: 1410: 108: 2274: 380: 304: 2206: 963: 3165: 3124: 1884: 1193: 41:
quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In
1490: 1156: 2917: 2453: 299: 285:, the frequency of the player character's audible heartbeat is dependent on how much damage has been received. 54: 1119: 1023: 2076: 417:
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
507: 308:, it occupies one third of the HUD. However, a number of games do without such an indicator. In the 3119: 3088: 2960: 2862: 2758: 1889: 1526: 695: 654: 595: 575: 287: 70: 298:
The player character's health point indicator often occupies a significant position in the game's
3139: 2847: 2682: 269: 263: 128:, instead of health points, dwarves have separate body parts, each of which can be damaged. The 3076: 3071: 3040: 2912: 2867: 2652: 386: 256: 1953: 1230: 3002: 1607: 889: 585: 405: 349: 281: 2275:"Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax" 3019: 2789: 2560: 2377:
The Game Developer's Dictionary: A Multidisciplinary Lexicon for Professionals and Students
645: 640: 484: 319: 8: 2970: 2882: 2812: 2514: 1342: 394: 243: 149: 140: 130: 3109: 3061: 2937: 2837: 2779: 2748: 469: 465: 445:(1982) allowing players to take multiple hits at the cost of reducing maneuverability. 441: 399: 83: 62: 42: 20: 2827: 3056: 2907: 2656: 2633: 2629: 2610: 2587: 2564: 2541: 2518: 2495: 2472: 2449: 2430: 2407: 2384: 2361: 2357: 2338: 2315: 2254: 2021: 1996: 1925: 1894: 1431: 1406: 217: 66: 2142: 686:
moved away from the term "armor class" and simply replaced the term with "defense".
431:(1979) numerically representing an energy supply that depletes when taking hits and 3114: 2997: 2965: 2892: 2887: 2794: 2753: 2583: 2537: 2426: 2380: 1683: 700: 410: 370: 330: 114: 88: 58: 3066: 622: 422: 275: 112:, who loses a piece of armor with each sustained hit, as well as the cars in the 1600:"The History of Computer Role-Playing Games Part 1: The Early Years (1980–1983)" 3035: 2857: 2842: 2804: 2784: 1873:(DVD) (in English and Japanese). Hardcore Gaming 101. Event occurs at 1:34:00. 580: 568: 556: 523: 315: 222: 161: 155: 124: 57:
representing the health of a character or object. The game character can be a
3154: 3134: 3129: 2927: 2922: 2822: 1921:"Yie Ar Kung Fu, one of the earliest fighting games, comes to Switch and PS4" 705: 608: 528: 436: 175: 135: 38: 1814: 3093: 2897: 2763: 2114: 1521: 649: 537: 414: 354: 324: 291:
uses a similar system, but transmits the heartbeat via vibrations from the
612:(1984) further popularized the use of a health bar in role-playing games. 2975: 2942: 2465:
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.
183: 95: 318:, they grow in size and gain an additional health point. In a number of 26: 2992: 2902: 2872: 2719: 2081: 851: 458: 365: 2688: 670:
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.
542: 516: 193: 1805:"Playing With Power: Great Ideas That Have Changed Gaming Forever" 273:, it is represented as a tattoo on the main character's chest. In 221:
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.
3081: 2182: 2177: 1809: 1688: 760: 678:; "although armor class might have been inspired by the rules in 652:'s Jeff Dunn, regeneration in its current form was introduced in 628: 590: 237: 644:(2001) is credited with popularizing the use of regeneration in 174:
Players can often restore a character's health by using various
2677: 2020:. Vol. 2 (First ed.). S.M.G Szczepaniak. p. 32. 972: 898: 708:, a real-world indicator of health status for hospital patients 602:, which took it a step further with a regenerating health bar. 574:
Health meters also began being used to represent hit points in
532: 432: 409:(1982), which includes an audible heartbeat influenced by the 603: 496: 492: 1646: 1578:"Half-Life: Alyx Wiki Guide, Chapter 2: The Quarantine Zone" 1343:"CAPCOM: STREET FIGHTER X TEKKEN | Official Web Manual" 832: 718: 560: 241:
A heart-based health point indicator similar to the one in
2077:"Stop, Drop, and Heal: The history of regenerating health" 1742: 1740: 1738: 1456: 1373:"Beyond Hit Points: The Evolution of RPG Combat Mechanics" 1062: 750: 748: 403:(1980), in which health is represented by a fraction, and 2201: 1622: 1202: 1128: 1050: 418: 179: 1725: 1723: 997: 995: 820: 1955:
Attract Mode: The Rise and Fall of Coin-Op Arcade Games
1766: 1735: 1708: 1354: 1352: 1292: 745: 2230: 2070: 2068: 1720: 1658: 1634: 992: 796: 735: 733: 2253:(2nd ed.). John Wiley & Sons. p. 237. 1349: 267:, it is located on the main character's costume. In 2351: 1677: 1675: 1673: 1444: 1403:
The Fantasy Role-Playing Game: A New Performing Art
1038: 808: 784: 772: 766: 567:established health meters as a standard feature in 2580:Game Development Essentials: Game Interface Design 2065: 730: 1760:"Weird of Oz Huffs About Hit Points – Black Gate" 3152: 2534:The Official GameSalad Guide to Game Development 1868: 1670: 1491:"The Weird Story Behind Doom's Rare "Ouch Face"" 883: 881: 453:"Health bar" redirects here. For the candy, see 2557:Level Up!: The Guide to Great Video Game Design 1425: 968:Beaten in Under 15 Minutes, A New World Record" 100:Level Up!: The Guide to Great Video Game Design 2251:Level Up! The Guide to Great Video Game Design 2018:The Untold History of Japanese Game Developers 1871:The Untold History of Japanese Game Developers 1570: 1476:"Guilty Gear Strive: Damage Scaling Explained" 2704: 2577: 1834: 1832: 1652: 878: 71:destructible elements of the game environment 2328: 1593: 1591: 1083:"A starter's guide to Robot Entertainment's 838: 2649:The Evolution of Fantasy Role-Playing Games 2488:Level Design: Concept, Theory, and Practice 2352:Brathwaite, Brenda; Schreiber, Ian (2009). 2204: 2175: 2110:"Top 7… Games you didn't know did it first" 2015: 1982: 1980: 1786:"Rogue Instruction Manual © 1985 EPYX, Inc" 1554:. Future Publishing Limited. Archived from 588:. This inspired the use of a health bar in 2711: 2697: 2169: 1829: 1508: 1013: 464:Before the introduction of health meters, 122:systems are used in a number of games. In 2462: 2397: 1772: 1588: 1298: 961: 924: 862:(Interview). Interviewed by Josh Harris. 856:"Interview: The Making Of Dwarf Fortress" 754: 724: 2603:The Art of Game Design: A Book of Lenses 2578:Saunders, Kevin; Novak, Jeannie (2012). 2374: 2107: 1986: 1977: 1714: 1310: 1191: 236: 25: 2718: 2485: 1951: 1539: 1514: 1488: 1426:Schreiber, Ian; Romero, Brenda (2021). 1311:Moriarty, Jonathan (December 2, 2010). 1228: 1192:Goldfarb, Andrew (September 14, 2012). 962:Hernandez, Patricia (January 4, 2016). 887: 802: 535:, replaced the point-scoring system of 3153: 2933:Turns, rounds and time-keeping systems 2646: 2623: 2600: 2554: 2443: 2420: 2329:Adams, Ernest; Dormans, Joris (2012). 2248: 2236: 2140: 1958:. Steel Gear Press. pp. 289–290. 1869:John Szczepaniak (2014). "Flash Boy". 1746: 1729: 1681: 1664: 1640: 1628: 1597: 1462: 1400: 1370: 1261: 1154: 1117: 1068: 1001: 826: 778: 2692: 2531: 2508: 2305: 1962:from the original on 14 February 2023 1802: 1450: 1358: 1280:from the original on October 21, 2020 1210:from the original on November 1, 2020 1173:from the original on October 29, 2020 1056: 1044: 906:from the original on October 30, 2020 850: 814: 790: 739: 2331:Game Mechanics: Advanced Game Design 2157:from the original on August 26, 2020 2122:from the original on January 8, 2015 2089:from the original on January 8, 2015 2074: 1952:Lendino, Jamie (27 September 2020). 1918: 1840:"Gaming's most important evolutions" 1696:from the original on August 22, 2004 1099:from the original on August 25, 2012 980:from the original on August 23, 2020 606:'s arcade action role-playing title 368:based on the latter's previous game 347:The term "hit points" was coined by 2190:from the original on April 23, 2016 2016:Szczepaniak, John (November 2015). 1313:"Video Game Basics: The Health Bar" 1080: 1014:Martindale, Jon (October 3, 2012). 943:from the original on April 25, 2020 571:action games such as beat 'em ups. 91:and raising the character's level. 69:. Health can also be attributed to 45:, this typically takes the form of 13: 2205:Szczepaniak, John (July 8, 2011). 2176:Szczepaniak, John (July 7, 2011). 2108:Sulliven, Lucas (March 10, 2014). 1987:Williams, Andrew (16 March 2017). 1919:Good, Owen S. (24 November 2019). 1598:Barton, Matt (February 23, 2007). 1515:Antista, Chris (August 17, 2010). 1243:from the original on March 5, 2016 1229:Hancock, Patrick (June 27, 2013). 1136:from the original on June 22, 2012 14: 3177: 2670: 2446:Fantasy Roleplaying Gamer's Bible 2141:Greene, Robert (August 1, 2017). 2042:"Crisis Mountain Apple II Manual" 1846:. October 8, 2010. Archived from 1682:Rausch, Allen (August 19, 2004). 1489:Zwiezen, Zack (4 February 2019). 1118:Onyett, Charles (June 19, 2012). 1081:Tan, Maurice (January 13, 2012). 615: 2676: 2448:. Obsidian Studios Corporation. 2217:from the original on 16 May 2019 2075:Dunn, Jeff (November 15, 2012). 1933:from the original on 10 May 2021 1584:from the original on 2020-08-08. 1517:"The 10 most creative life bars" 1262:Carter, Chris (March 14, 2013). 620:The 1982 Apple II platform game 2299: 2285:from the original on 2020-06-29 2267: 2242: 2134: 2101: 2054:from the original on 2022-06-26 2034: 2009: 1945: 1912: 1901:from the original on 2017-10-22 1877: 1862: 1796: 1778: 1752: 1540:Pearson, Craig (May 16, 2007). 1533: 1482: 1468: 1419: 1394: 1383:from the original on 2022-02-23 1364: 1335: 1304: 1255: 1222: 1185: 1155:Carter, Chris (June 17, 2013). 1148: 1124:: Playing the Phantom Assassin" 1111: 1074: 1007: 955: 925:Stapleton, Dan (July 2, 2010). 918: 888:Burford, GB (August 21, 2015). 866:from the original on 2013-11-12 844: 767:Brathwaite & Schreiber 2009 662:only used shield regeneration. 448: 232: 225:. AC "is roughly equivalent to 169: 199: 1: 3161:Role-playing game terminology 2444:Fannon, Sean Patrick (1999). 2354:Challenges for Game Designers 1803:Ragan, Jess (June 15, 2006). 1268:single and multiplayer guide" 712: 342: 2730:Glossary of video game terms 1198:Reducing Inferno Difficulty" 1016:"Let's Kill off Health Bars" 204:In some role-playing games, 77: 7: 2308:Fundamentals of Game Design 1525:. p. 2. Archived from 1371:Howley, Greg (2019-04-26). 689: 10: 3182: 2626:AI Game Engine Programming 2207:"History of Ys interviews" 1405:. McFarland. p. 173. 665: 457:. For the cereal bar, see 452: 359:tabletop role-playing game 337: 18: 3102: 3049: 3028: 2953: 2803: 2772: 2736: 2727: 2486:Kremers, Rudolph (2009). 2463:Fullerton, Tracy (2014). 1653:Saunders & Novak 2012 491:action game based on the 2961:Destructible environment 2647:Tresca, Michael (2010). 2421:Duggan, Michael (2011). 2398:Costikyan, Greg (2013). 1885:"Glass Joe Boxes Clever" 1684:"Dave Arneson Interview" 839:Adams & Dormans 2012 696:Magic (game terminology) 648:. However, according to 596:action role-playing game 576:role-playing video games 19:Not to be confused with 16:Gaming-related attribute 2653:McFarland & Company 2532:Novak, Jeannie (2013). 2509:Moore, Michael (2011). 1542:"PC Feature Long Play: 1401:Mackay, Daniel (2017). 680:Don't Give Up the Ship! 357:. While developing the 3166:Video game terminology 2624:Schwab, Brian (2009). 2601:Schell, Jesse (2008). 2555:Rogers, Scott (2010). 2375:Carreker, Dan (2012). 2306:Adams, Ernest (2010). 2249:Rogers, Scott (2014). 2178:"Falcom: Legacy of Ys" 1890:Computer + Video Games 1231:"Review: Rogue Legacy" 684:Dungeons & Dragons 676:Dungeons & Dragons 483:(1981) for the arcade 397:to use hit points are 381:Don't Give Up the Ship 362:Dungeons & Dragons 350:Dungeons & Dragons 247: 147:In some games such as 31: 3003:Procedural generation 2561:John Wiley & Sons 2511:Basics of Game Design 1529:on December 28, 2014. 1266:God of War: Ascension 646:first-person shooters 586:Bullet-Proof Software 584:(1984), developed by 406:Dungeons of Daggorath 320:first-person shooters 282:Dungeons of Daggorath 240: 29: 2790:Non-player character 2685:at Wikimedia Commons 2515:Taylor & Francis 2400:Uncertainty in Games 1995:. pp. 143–146. 1558:on September 9, 2007 1465:, pp. 172, 276. 1071:, pp. 109, 141. 1059:, pp. 151, 194. 894:Isn't Really an RPG" 854:(27 February 2008). 660:Halo: Combat Evolved 641:Halo: Combat Evolved 485:DECO Cassette System 3029:Movement techniques 2813:Collision detection 2423:RPG Maker for Teens 2281:. August 26, 2019. 2211:Hardcore Gaming 101 2151:Hardcore Gaming 101 1897:: 47. August 1984. 1850:on January 18, 2016 1631:, pp. 166–167. 1580:. IGN. 2020-03-26. 829:, pp. 276–277. 727:, pp. 79, 130. 395:home computer games 305:The Legend of Zelda 244:The Legend of Zelda 150:The Legend of Zelda 55:numerical attribute 37:is a video game or 3110:Advance And Secure 1317:Baltimoregamer.com 929:Fallout: New Vegas 555:(1984), an arcade 527:(1984), an arcade 511:(1983), an arcade 466:action video games 442:Tron: Deadly Discs 393:Some of the first 248: 43:role-playing games 32: 21:Life (video games) 3148: 3147: 3125:Last man standing 2908:Scripted sequence 2681:Media related to 2630:Course Technology 2358:Course Technology 2186:(111): 152–159 . 2002:978-1-317-50381-1 1895:Future Publishing 1610:on April 19, 2007 1159:League of Legends 468:typically used a 227:defensive dodging 218:derived statistic 109:Ghosts 'n Goblins 89:experience points 3173: 3140:King of the hill 3115:Capture the flag 2998:Persistent world 2966:Instance dungeon 2893:Random encounter 2888:Quick time event 2795:Player character 2754:Experience point 2713: 2706: 2699: 2690: 2689: 2680: 2666: 2643: 2620: 2597: 2584:Cengage Learning 2574: 2551: 2538:Cengage Learning 2528: 2505: 2482: 2459: 2440: 2427:Cengage Learning 2417: 2394: 2381:Cengage Learning 2371: 2348: 2325: 2294: 2293: 2291: 2290: 2271: 2265: 2264: 2246: 2240: 2234: 2228: 2226: 2224: 2222: 2199: 2197: 2195: 2173: 2167: 2166: 2164: 2162: 2138: 2132: 2131: 2129: 2127: 2105: 2099: 2098: 2096: 2094: 2072: 2063: 2062: 2060: 2059: 2053: 2046: 2038: 2032: 2031: 2013: 2007: 2006: 1984: 1975: 1974: 1969: 1967: 1949: 1943: 1942: 1940: 1938: 1916: 1910: 1909: 1907: 1906: 1881: 1875: 1874: 1866: 1860: 1859: 1857: 1855: 1836: 1827: 1826: 1824: 1822: 1813:. Archived from 1800: 1794: 1793: 1788:. Archived from 1782: 1776: 1770: 1764: 1763: 1762:. 25 March 2013. 1756: 1750: 1749:, p. 53-54. 1744: 1733: 1727: 1718: 1712: 1706: 1705: 1703: 1701: 1679: 1668: 1662: 1656: 1650: 1644: 1638: 1632: 1626: 1620: 1619: 1617: 1615: 1606:. Archived from 1595: 1586: 1585: 1574: 1568: 1567: 1565: 1563: 1537: 1531: 1530: 1512: 1506: 1505: 1503: 1501: 1495:Kotaku Australia 1486: 1480: 1479: 1472: 1466: 1460: 1454: 1448: 1442: 1441: 1423: 1417: 1416: 1398: 1392: 1391: 1389: 1388: 1368: 1362: 1356: 1347: 1346: 1339: 1333: 1332: 1330: 1328: 1323:on 28 April 2012 1319:. Archived from 1308: 1302: 1296: 1290: 1289: 1287: 1285: 1259: 1253: 1252: 1250: 1248: 1226: 1220: 1219: 1217: 1215: 1189: 1183: 1182: 1180: 1178: 1152: 1146: 1145: 1143: 1141: 1115: 1109: 1108: 1106: 1104: 1078: 1072: 1066: 1060: 1054: 1048: 1042: 1036: 1035: 1033: 1031: 1022:. 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Index

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
The Legend of Zelda

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