Health's main Specification is Vital. Health is an indicator of the status of the player, Unit or Object possessing it. If the health is spent, the avatar, unit or object dies. Health is usually only lost, which means it is removed when player, unit or object takes damage, as 'punishment' by the game. Resources that are lost are still counted as being spent, but nothing is produced.

Health is the archetype of durability resources.

Health can in some cases be spent voluntarily to fund actions and produce effects.


Gain
Store
Spend

Non-Spatial
Generator
Focus Loci
Storage cap
Entity
Conversion
Options
Produces
Outcome
Consequence
Health
Starting


Limited
Virtual
- None -
Lost


Vital

The player always start with full health. Storage cap is limited, and always has a virtual entity, Health can never be converted. Health is always lost, and the consequence of loosing all of the health is fatal.

Found in Games:
Bioshock 2 (player Health)
Crysis 2 (player Health)
Deus Ex 3 (player Health)
Diablo II ( player Health and item Durability)
Kingdoms of Amalur: Reckoning (playerHealth and item Durability)
King's Bounty: Armored Princess (Unit Health)
League of Legends (player Health)
Majesty (player Health)
Plants vs Zombies (plant Health)
Puzzle Quest II (player Health)
Revenge of the Titans (Building Health)
Rock of Ages (Building and Unit Health)
Starcraft II (Building and Unit Health)
Team Fortress 2 (turret and player Health)
Terraria (player Health)