I read a wonderful article by Richard Clark in Gamasutra. “Is Death In Games Cheap” took an engaging look at how video games handle death and I enjoyed every bit of it. I do want to expanded, however, on the last section of his opinion piece titled “The Most Powerful Death is Not Our Own.” He writes there that games do not trivialize death. I’m not sure I completely agree.
Clark correctly points out that the deaths which really matter in video games are those of non-playable characters (NPCs). He uses Mass Effect 2 as his example. Anyone who has read my posts knows how much I love that game and how it speaks to the Human Condition. However the use of a player’s choices to dictate if a character lives or dies is but one option game writers can use to make us care about an NPC’s death.
A third way game writers can make us care about a character’s death is to attach him or her to another NPC we care about. While I interacted with Eli Vance, I only got to know Maria Santiago through the flashbacks of her husband, Dominic. Through his painful search for her I found myself hoping they would be reunited. I remember playing Gears of War 2 with a friend online and having to pause when Dominic finally found Maria. Their agonizing reunion also caused me anguish and I realized that all my rooting for their happiness was an exercise in futility. I never got to know her, but one of the reasons I look forward to Gears 3 is to see if Dominic can find peace now that she is gone.
There is hope however. Clark himself points out with his final words that all is not lost. Video games can provide a richer view of death. Further still, one of the comments to his piece notes how death can also be the goal of a game and not just a simple annoyance. The writer of that post called the idea brilliant. In truth it is a fascinating idea and perhaps as video game narrative evolves someone will be bold enough to embrace such a view. In the meantime, I will enjoy gems like Mass Effect 2 and I will keep waiting for Half Life 2 Episode 3.