5 July, 2025

Diablo 2 Creator Reflects on Stamina Bar Regret 25 Years Later

Nearly 29 years have passed since the original Diablo captivated gamers, and 25 years since its acclaimed sequel, Diablo 2, hit the shelves. Despite its enduring popularity among millions worldwide, series creator David Brevik still harbors one major regret about the game: its unique stamina system.

The stamina bar in Diablo 2 stands out as a distinctive feature, unlike any other mainline game in the series. It restricts players from running once depleted, a mechanic that can become frustrating during frequent replays, especially when backtracking through the game’s expansive dungeons. While some fans appreciate the challenge, Brevik himself is not among them.

David Brevik’s Stamina System Regret

In a recent video interview with Path of Exile co-creator Chris Wilson, Brevik candidly expressed his disdain for the stamina system. “I hate the stamina bar in Diablo 2, it makes me cringe every time,” Brevik confessed. “It’s an irrelevant thing later in the game and it’s a punishing thing for the new player. It’s like a newbie tax almost.”

Brevik explained that the stamina feature was initially intended to prevent players from avoiding combat by limiting their ability to constantly flee. However, it inadvertently restricted players outside of combat, hindering their ability to swiftly engage in battles, which is where the frustration lies.

“People don’t want to pass up the enemies,” Brevik said. “They want to fight them and they want to get the items. It’s not a passive kind of game. So the idea that somehow you could run away all the time and never die, I thought that was kind of silly.”

The Mechanics Behind the Stamina System

Brevik’s reflection on the stamina system highlights a broader debate in game design: balancing challenge with accessibility. The stamina bar was meant to encourage combat, a core aspect of the Diablo experience. However, it also posed an unnecessary hurdle for newcomers, potentially deterring them from fully enjoying the game.

Despite his criticism, Brevik acknowledged that the stamina system did have some merit. “Right off the bat, it encourages combat. So in some ways it was good,” he admitted. “But I don’t know, I still think that there probably could have been a better system to design there.”

Legacy of Diablo 2’s Design Choices

The discussion around Diablo 2‘s stamina system is part of a larger conversation about the game’s legacy and its impact on the action role-playing game (ARPG) genre. The game’s design choices, including its stamina system, have influenced countless titles that followed.

Brevik’s reflections also shed light on the iterative nature of game development, where creators continuously learn from past projects to improve future ones. This is evident in the evolution of the Diablo series itself, as subsequent entries have refined and sometimes discarded elements from earlier games.

Looking Forward

As fans continue to celebrate Diablo 2‘s 25th anniversary, Brevik’s insights offer a unique perspective on the challenges and triumphs of game development. His candidness about the stamina system serves as a reminder that even beloved games have room for improvement.

For those interested in learning more about Brevik’s vision for the Diablo series, his original plans for Diablo 3 back in 2007 provide further insight into his creative process. Additionally, fans can listen to a podcast interview with the iconic game developer to hear more about his journey in the gaming industry.

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