Escape from Tarkov is popular and explores stamina heavily. You can't sprint for long, or you exhaust your stamina and wheeze audibly to other players which gives away your positioning at minimum.
Further, the more you carry, the slower you can sprint, the faster stamina drains, and the faster your energy and hydration meters deplete. Since this is a game at least partially about scavenging, if you're carrying too much, you can only take a few steps before your stamina is depleted and you are unable to even walk unless you toss your immensely heavy backpack or gear on the ground and wait to recover.
None of this is to suggest that complex stamina mechanics are common in gaming, however...EFT is an exception to the mainstream.
And EFT has gone through some hilarious patches where stamina was very unrealistic. Some things are still very silly.
If you load up too much stuff in your backpack, you go from normal to overweight to tankmode. Overweight penalties are reasonable and progressive from normal weight. Tank mode is not. Walking, at a snails pace, now costs stamina. You cannot recover stamina unless you are standing still. OR, unless you go prone and crawl forwards at roughly the same speed as walking.
Idk if you’ve ever put 25 lbs + in a backpack and prone crawled, but that’s very much the opposite experience In real life. Same with crouch walking not costing any more stamina in the game.
Fortnite, one of the world's most popular FPS games, has the notion of stamina. In my opinion it has been poorly implemented and it's incredibly frustrating at the best of times.
Diablo 1 had no running or speed mechanic, movement speed was always constant. Its expansion Hellfire allowed running in town but not in combat areas.
Diablo 2 (2000) added the sprinting mechanic with limited stamina, but it panned out as irrelevant for gameplay. The stamina supply easily ramps up to more than you ever deplete so you just always run. And players wanted it that way since no one wants to walk slower, and the monster speeds were later increased to be balanced against players always running.
Not all gameplay mechanics need to last for an entire game. Stamina as an obstacle that you overcome plays into the power fantasy aspect of the game very well. Arguably it goes a long way to offset the feeling you’re slowly falling behind the power curve which is how they get people to grind without complaining about poor balance.
It never posed a meaningful challenge in gameplay, though - just an annoyance. If you run too much, you have to stand still for a bit for your stamina to build back up, or chug a stamina potion if you have one. There's a reason it didn't make a return appearance in subsequent games.
Arguably the true successor of Diablo 2 is Path of Exile 2, but PoE 2 doesn't have a stamina mechanic for running as well. It's just an anti-fun mechanic nobody asked for
This tread claims that David Brevik, creator of Diablo, regretted the stamina mechanic too https://steamcommunity.com/app/2694490/discussions/0/6052961...
It’s a non issue when there’s effectively zero penalties for death. On hardcore it’s more meaningful especially on hardcore challenge runs.
But that’s the thing if you’re only there for mindless slaughter then it’s anti fun, but also very close to a non issue.
Heaps of games have this? S.T.A.L.K.E.R?
I feel like most modern fps games have a sprint with stamina.