🐱 Please Stop Putting Stamina Bars in Every Video Game

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CatParty


Why do all my power fantasies lately want me to feel exhausted? Doesn’t life already do that enough? It’s time to end the ubiquitous presence of the stamina bar in every damn video game.

The stamina bar isn’t a new concept by any means. Shadow of the Colossus used to great effect in order to make climbing massive monsters feel more harrowing. Sports games have had such limitations on actions at least since Track and Field on the NES, and role-playing games have had similar mechanics going back to Secret of Mana or even the tabletop pen-and-paper games.

What changed things was definitely the Soulsborne genre. Once titles like Dark Souls, Bloodborne and, my personal favorite, The Surgebecame such big hits they invented their own sub-genre, suddenly a lot of different game developers were copying everything that could be stolen. The largest haul was definitely the stamina bar.

Soulsborne games use a stamina bar very effectively. The titles tend to based on one-on-one battles with deadly enemies who can one-shot kill a player even on high levels. Stamina slows down combat and makes the fight feel far more important. You can literally experience the strain that swinging a sword takes on your character and the pain that a missed swing causes on your fighting ability.

But now, that mechanic is being used in everything whether it makes sense or not. I just finished Unsighted, which is definitely going to be in my Games of the Year list. It has a completely unnecessary stamina bar. The game is an isometric Metroidvania about a robot warrior racing against the clock to restore a source of power before all the automatons are rendered mindless. The combat is vicious and fast, requiring constant parrying against multiple enemies to master. It’s quick and reactive, something that slows to a crawl once that stamina meter is depleted.

A game that is so clearly borrowing its aesthetic from A Link to the Past, Mega Man, and Super Metroid shouldn’t be stripping out the way those games played. Mega Man may have run out of ammo for his weapons, but he never lost the ability to jump because he was tired. Considering the fact that Unsighted has a day-night cycle but the robots never sleep, it’s just weird to see your hero staggering with exhaustion after a few dodges.

Final Fantasy XV had a stamina meter for running, something that made the already tedious exploration a grim chore. The Witcher 3 did the same thing despite the fact that stamina wasn’t really used as a mechanic for fighting. Stamina is there in both of the last major Zelda games, especially for climbing, and all it does is make the Hero of Time feel small and weak.

Sometimes this is a good thing. Lots of horror games limit how long a character can run to make them feel disempowered and vulnerable. This makes perfect sense in something like Maid of Sker or Amnesia: Rebirth, but it kind of loses the point in games where you are loaded up with weapons.

Increasingly, it seems like games are being burdened up with stamina bars because some popular titles had them, which in turn makes new popular games with stamina bars seem justified. It’s completely missing the meaning from the mechanic. A game should ask why it wants a character to be winded and unable to fight back. Otherwise, it’s just depowering players for no reason.
 
Aw, the journalist doesn't want to be reminded that they're fat. How sweet. Also, "power fantasies" sounds very misogynistic if it's a male power fantasy.
 
He's not wrong that stamina bars in every single game are unnecessary, but he's also fat so lol

Also he defends pedophiles and sends photos of his children to them
 
I can actually sort of agree with this one.

It's annoying as fuck that they will deliberately slow down things like exploration or travel for the sake of a stamina bar.

Take skyrim for instance, that map was fucking huge, and your character would move slow as shit if you weren't running, but you could only run for a little bit at a time.

This is a goddamn video game not a nature hike, I can't look at poorly pixelated trees for to long before I start getting bored.

I mean it's not a game ender or anything, but when you have a map that can take IRL hours to travel in game... I'd kinda like my ability to move fast to not be impeded.

I'm fine with using it to add tension to fights, or make running away harder in horror games... but open world games need to fuck off with making "Moving at a decent speed" a limited resource.
 
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Games journalist not knowing how to manage a green bar or a fatty?
Well those things aren't mutually exclusive, but this dude definitely sounds like a fatty that sucks at vidya.
 
While I like the use of stamina bars in a game, I hate when (usually survival) games have a hunger bar that overrides EVERYTHING

Fucking Ark did this, you'd be running from a T-Rex and oops! You didnt eat 10 steaks today. Now you can only crawl. Stupidest fucking shit
 
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