10 Things Star Wars Games ALWAYS Get Wrong
5. The Force As "Ammo"
Star Wars games seem to have a knack of reducing the Force to a slottable item which can be depleted through overuse and must then be replenished.
The recent Jedi: Fallen Order relied on this trope, including as it did an animation whereby Cal looked at his hands in frustration when he was unable to call upon a particular Force ability, and had to wait for it to recharge.
The Force is as omnipresent as it is omnipotent; a Jedi cannot "run out" of the Force.
Position it differently, however, and developers could easily get around this problem.
Yoda was left exhausted following his duel with Dooku on Geonosis, and we all witnessed the fatal toll that extended use of remarkable Force abilities took on Luke Skywalker.
Neither of these Jedi "ran out" of the Force, rather they were left exhausted by the effect its prolonged use had on their mortal bodies.
If an in-game character stopped to catch their breath before continuing to draw on the ubiquitous power of the Force, this would be much less jarring than the idea that a Jedi can somehow use up an arbitrary allocation of Force "points" before having to replenish a meter.
Much to learn you still have, developers.