Have you ever had that moment when you just can't stand to get up in the morning? When you wish that you could just hit the off button and come back tomorrow? I'm not just talking about feeling reluctant, I'm talking about feeling drained. Feeling fatigued. Of course you have, everyone has. It's a universal feeling that everyone can relate to, which is why it can be powerful tool in story telling. "What? Having the main character be tired?" Yes, indeed. How many fight scenes have you seen in movies where the hero dusts up with a room chock-full of bad guys and tears through them without breaking a sweat? Did you relate to him? Did you worry for his safety? Now think of that scene in episode 2 of Netflix's 'Daredevil' wherein Matt Murdock takes down that entire hallway of thugs. (A must-watch scene if you haven't!) Think about how tired he gets, how they tired they get, and how it looks like he barely takes that last one down. Did he look like he was getting hurt?
Pain and fatigue are inexorable elements of our everyday lives, (Or at least they are until those Transhumanists get their way.) and so when we see these feelings represented in our fiction it makes it easier to realise that fictional world in our minds. Storytellers must always nail the fundamentals of their worlds before they can establish any of the fantastical elements, no matter how wild and imaginative that world is. When the story fails to make you believe in the world, you don't feel the need to care about it's inhabitants. That is why something as simple as showing your focal character stop to take a breather can build a whole depth onto your story.
Video games have also had their hand in demonstrating fatigue through one of the longest running traits in gaming: Stamina bars. This is the bar that is usually present in the Hub and will drain as you get damaged; once it is depleted, you character falls down dead. or just defeated, depending on your game's rating. (I know I likely don't need to explain the basics of a health bar to you, but remember, I'm a narcissist. So I will anyway.) Health bars were born out of the need to solve one of the most universal questions of game design: What is the player's motivation? When high scores don't matter anymore and the game has no sports-like win/lose conditions, the last carrot that developers have to dangle over our heads is the most potent one of all: Our very lives! And so the most enduring and widespread system in gaming was born.

Of course, that isn't the only alternative that Video game companies have come up with for representing the health bar. Afterall, how would first-person games pull it off, considering they are the games that started shedding traditional 'health bars' first? Well, Call of Duty started off something of a trend when they created the 'damage effects' that are now widespread in first-person games. This includes 'hit markers' (A small on screen indicator telling you from which direction you got hurt), blurred screen effects, and reddish overlays onto your vision. As your character is dragged ever closer to death your screen become more and more red until you die. This is supposed to represent an immersive way to display health without the use of ugly, HUD adorning, health bars. However, the side effect is that now players can recover from their injuries by merely waiting around and not being hit. You win some immersion and then you lose some.


Similar 'wear and tear' systems can be found in a few of the modern action adventure games of recent years. 2013's Tomb Raider had a system very similar to the Arkham games. As Lara travelled across Yamatai, she would go through scripted scenes in which she would go through some sort of trauma and come out with a fresh scratch. Yager Development's 'Spec Ops: The Line' had a more involved 'wear and tear' mechanic in which the protagonist would grow more and more haggard as the psychological toil of the player's actions began to weigh on him with increasing severity. And Lionhead's 'Fable 3' had a literal 'scarring system' wherein the Hero had the possibility of attaining a scar every time that they got defeated by an enemy. Some of those examples are more transformative to the narrative than others, but they all serve to reflect the mortality of their subjects.
Storytelling is a multifaceted beast that can be tackled in so many hundreds of ways. The grounding of characters is just one step on a long road to crafting a clear and cohesive narrative, but it can be an important one depending on the tale you are trying to tell. I'm willing to bet that at least one the examples I mentioned today went almost completely ignored by some gamers out there; but as Mister Plinkett likes to say "You might not have noticed it, but your brain did." Personally I'm a sucker for all these little details, just as I'm a sucker for the big 'showstopper' features. Maybe I'm a just a huge nerd who can't see the forest for the trees or maybe I'm subconsciously taking note of all these little things in hope that I can write my own story/game one day. Or maybe I just enjoy seeing something that I feel daily mirrored by the coolest characters in fiction: The need to take a break.
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