Somewhere down the line, to accompany the cosmetic changes, a few reforms were made to the way health packs worked – they became storable items, so that you could stock up on them. When you’re low on health, just hit the key assigned to them and viola, you’re all patched up and ready to go! This simple change boosted survivability by a huge margin, by allowing you to heal yourself in dire situations.
Alternatively, games like Doom introduced the concept of armor/shields, which would reduce the amount of damage done to your health by a percentage. This split allowed for a second collectable item – armor shards – adding a bit more diversity to the healing system. Little did they realize that they had planted the seeds that would eventually kill health packs!
Much later, games like Halo took shielding to a whole new level. Your health wouldn’t be affected if your shields were up, and if you stayed out of combat for a few seconds your shields would be replenished automatically. Shields essentially became an undepletable part of your overall health, which could be regained painlessly.
The tactical implications of such a change were tremendous. Knowing that damage taken would only be temporary, gamers would rarely seek health packs. It altered the play style of first-person shooter fans to a large extent, making them reckless. It almost completely blew away the importance of health packs.



