Games don't often cover serious topics like this, and yet the subject of death is such a common theme and simple mechanic to extend gameplay or allow players to retry sections of the game they have not yet mastered. Ryan Kuo, in his article 'Loss of Death: Suicide in Videogames' uses the example of a level from Super Mario Bros. 2, the super difficult and often frenetic Japan-only release that at one stage has the player find a warp pipe that will lead them all the way back to the very first level. This area is inescapable and the player must choose between the pipe or jumping down a hole, an action the player knows will lead to death and restarting the level. They must choose which is more preferable, death or the effort and potential loss of further lives it would take to return to this point and select a path that doesn't lead the suicide warp pipe. For most it's a simple decision to make.
A simple decision to make (Source)
Do games trivialise death then? In a sense, yes, though not in any exploitative sense. Consequences are rarely doled out for death, often simply sending the player back to a checkpoint or the start of a level. In some titles the stakes are a little higher; Kayin's impossibly difficult platform title, I Wanna Be The Guy: The Movie: The Game forces the player to restart the whole game every time she dies. To add to this, the game is unforgiving and requires repetition and twitch movement skills to complete. It is impossible to complete on a first playthrough as pieces of the environment will fall, rise, move, drop, reveal hidden traps and become an enemy itself throughout various parts of the game. Without learning where these all are and what the correct path to take is it is impossible to get through and is extremely punishing. But is this just an extreme in the same vein? Death is no less trivial, simply more frustrating than in other games.
A familiar sight from I Wanna Be The Guy (Source)
Death is not so simple in all games though, in some it is more than just an inconvenience. Jesse Venbrux, creator of the Karoshi series of games, explores using death to advance the player in his game Karoshi: Suicide Salaryman. The game is a puzzle platformer, and the only way out of each level is to find a way to kill yourself via various methods, including jumping on spikes, electrocuting yourself, ricocheting bullets off surfaces so that they hit you and much more. As the game ramps up in difficulty the player finds herself expending more and more effort to die, something we know is not encouraged in most games and so a fairly counter-intuitive operation. This action shines a light on the culture of death and violence in videogames and how willing we are to accept virtual death. Of course, there is nothing wrong with this acceptance inherently; when it comes down to it virtual death is not real, it has no consequence outside of a game and this is part of the reason we enjoy games so much, they allow us to live out fantasies, dark or otherwise, without the pain, suffering and guilt of reality that prevent us from performing said actions day-to-day. There are many games that attempt to make death more meaningful, or at least a more terrifying prospect for the player, especially roguelike-likes such as DayZ, the Hardcore mode of Minecraft (which actually deletes the world when a player dies) and many others that use perma-death as an element of play.
Eeeeep! My house! (Source)
Inner Vision, a dialogue game by Sunil Rao is one of the few titles I have come across that actually attempts to deal with suicide. The is short and simple but places the player in the role of confidant to three suicidal people. The player must talk with them, listen and select meaningful responses in order to help them find reasons to live. Every Day the Same Dream from Molleindustria deals with drudgery, repetitiveness and suicide. The player repeats the same day over and over but is allowed to make small changes to become a new person, and suicide is one of these changes, but this character's death only ends that day's dream and returns the player to their bed to repeat the day over again. The death, or attempted suicide of the game's character tells you so much about him without lines and lines of exposition, hours of cutscenes and narrative setup. Everything we need to know about this man is told in virtual silence through his actions, OUR actions in the game. So suicide and death is not just a plot point or mechanic here but a part of this person's character and this game's story.
The end? Not for this dreamer (Source)
But game designers have to be careful about how they deal with sensitive topics such as this. Many will remember the controversy over Call of Duty: Modern Warfare 2 and its 'No Russian' level, where the player is tasked with going undercover with a group of terrorists in an airport and has the option to assist in killing innocent civilians. It is possible to skip this scene entirely as the developers knew it may cause some controversy, and it is also possible to complete without firing at a single civilian. The scene caused outcry with many and raised many questions about the role of videogames in society, their comparison to film and television and the effect of interactivity in comparison to passive forms of media. The scene was even discussed in the House of Commons in the UK and many were very upset and disgusted that the game allowed the player to take on the role of a terrorist but treated intervention as failure. The AI of the civilians was also a harrowing sight for many, watching as these innocent people tried to protect themselves and their loved ones, dragging the injured or themselves to safety as they are fired upon. It was too much for many, and I won't be discussing the finer points of the argument about violence in video games simply because I think a lot of it has already been said. But what this controversy showed is that people still retain the idea that games are toys for children. Despite the ubiquity of games and gaming there is still a sense that games are for kids and anything of a more serious, violent or mature nature should be censored, removed and buried. One point that is often raised about interactive media is just that, the interactive nature. When watching a film or reading a book, even if the reader is cast as the character and drawn into believing they are taking on the role in the words they read or the images they see they are not truly taking on that role. In a game, they are. Perhaps then, as games become more realistic and blur the lines, especially so in terms of their aesthetic representation and its level of realism, we will become more able to accept and learn from scenarios like this. The scene, in my opinion, was not entirely crafted to cause controversy, although there seems to be an element of it there. It told a story, tied together a plot and did a lot to dive into the character of Makharov, the leader of the terrorist group, and what kind of enemy the player is facing. Could it have been done in another way? Sure. Would it have been as effective? I'm not so sure. The emotional bang a player experiences in this scene is one that many didn't realise they could feel, and the fact that the game caused players to feel strongly about something is a huge leap forward from the pure adrenaline-pump that early arcade games tried to foster with high-speed gameplay and quickly ramping difficulty levels. A game doesn't have to cause controversy to make you feel, and I don't think that aiming to be controversial is a good move either but I do think that a bold move such as this will always be controversial until society recognises the role and impact that videogames can and have had.
An opening shot from 'No Russian' (Source)
GDC used to hold a regular game design challenge and in 2010 the theme of that challenge was 'Real Life Perma-death'. The challenge was to explore the nature of death, not just in games but in real life and in the context of games. The winning entry, for example, was from Jenova Chen of thatgamecompany. His idea was 'Heavenville', a social networking game where players are able to 'buy stock' in dead people who's stock value is determined by the amount of Google search results their name produces and their relevance considering the time that has passed since their death. Stock would inevitable rise upon death and fall as a person became less valuable in terms of their Google popularity. Another example was Heather Kelley (Kokoromi) and Erin Robinson's (Wadjet Eye Games) idea 'Last Game and Testament', a scaveneger hunt that makes the creation and reading of a will a more interactive and personal experience. Instead of writing a will the soon-to-be-deceased puts barcodes on their earthly belongings and puts information about who the object is being bequeathed to and why into the game. At the will reading the deceased's loved ones gather, take out their smart devices and go on a scavenger hunt, scanning barcodes and guessing who they think the item is for. Once all votes are collected information about who each item belongs to and why is imparted by the deceased and a final item is bequeathed to the person who guesses most items owners correctly. Kim Swift (formerly Airtight Games and Valve) presented her idea, Karma. This game would be prescribed to a terminally ill patient and is designed to allow them to play through their grief. The player has an energy bar and must play through the last two months of the life of a terminally ill patient. The player goes through various settings, like the character's work, home and stay in the hospital towards the end. An energy bar would determine how many actions can be performed daily and the player has the option to assist people in their life; helping a co-worker fix a computer, talking to a neighbour or mowing their lawn. These tasks are envisioned as unique minigames, each raising the overall karma of the player. Every two weeks the setting changes and the energy bar reduces to mimic the effects of the illness. Finally, as the character lies in hospital, barely able to move they are tasked with tracing a smile with analogue sticks. This is difficult as energy is extremely low but the whole game is designed to nurture a person through the pain they must be experiencing and the hopelessness they feel. Swift wished to teach people that though their time may be short there is no reason they can't make an impact in people's lives and be a positive force in all the negativity they face. We all deal with our own mortality in different ways, some like to escape into games to deal with life and this idea sounds perfect for people who use games in such a way. Although these are hypothetical designs at an annual panel that will probably go no further than that it is still refreshing to see that things like this are being discussed, both in a tongue-in-cheek way and with a more serious, nurturing perspective too. These are the kinds of discussions we need to have and the kinds of games we need to design to push our medium forwards as a device for storytelling, immersion, learning and healing. Games are capable of all this and it is in the hands of game designers to explore their own lives and deaths, their worries and concerns. Interactive, immersive media is the perfect tool for introspection and exploration of the existential as the audience is no longer passively and vicariously experiencing these questions but actively involved in the outcome.
A comparison of the rising stock of Barack Obama
and Susan Boyle in HeavenVille (Source)
I'm running through a few ideas in my head at the moment based around the concept and trying to figure out how to present it. It's a tough one but with all the examples given, and the many more I didn't mention, I think it's something that game designers are just learning to toy with. These early stages are always the most difficult and perhaps people will be more willing to accept more serious topics in games as the generations that grew up killing everything on-screen become leaders and policy-makers and as we start to see more games released with themes of dealing with the emotional side of death. Now how to implement it...






















