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Death is not the end: video games wrecked my idea of mortality

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Re: Death is not the end: video games wrecked my idea of mortality

#2
"FPS Doug" instantly comes to mind.

"Sometimes I think maybe I want to join the army. I mean, it's basically like FPS, except better graphics. But, what happens if I get lag out there? I'm dead! I mean, I even heard there aren't any respawn points in RL." [0]

[0]https://www.youtube.com/watch?v=a9qXbgrx9rg

Re: Death is not the end: video games wrecked my idea of mortality

#4

"FPS Doug" instantly comes to mind. "Sometimes I think maybe I want to join the army. I mean, it's basically like FPS, except better graphics. But, what happens if I get lag out there? I'm dead! I mean, I even heard there aren't any respawn points in RL." [0] [0] https://www.youtube.com/watch?v=a9qXbgrx9rg

uuuuuughhhh I completely forgot about those videos.

Re: Death is not the end: video games wrecked my idea of mortality

#5
Over the past five years, I've been actively researching game-development. The truth is that everything you see in-game is faked in one way or another. Faking things is _really really hard_.

Realistic death doesn't tie into the general character animation model because they're skeletal-based animations and not physical ones (again, fake). When rag-doll physics is employed the skeletal-based animated body is simply swapped-out in-place. It's _really hard_ to physically simulate 'a bullet going through a human stomach', and honestly there are more important things in games to focus on financially.

> the most apparent conclusion is that games are using this fatalism as a crutch, because they don't know what else to do with it.

It's sentences like these that make me think the author has completely neglected the technical and financial difficulty of game development.

Morally, the author does a great job portraying the non-gamer (read: "normal person") ideology of what death should be: special, eventful, meaningful, a thought-provoking once in a lifetime experience and conclusion to your story.

As someone whose dealt with death more in his life than most probably will in their entire life -- it's not any of those things _to the person dying_.

Death for you _is_ a binary switch, and once you're gone, you are gone. Games do a good job portraying that.

I'll end this with just one of my favorite quotes.

"Nothing" isn't better or worse than anything. Nothing is just... Nothing..." - Aria Stark, GoT

Re: Death is not the end: video games wrecked my idea of mortality

#6
Movies, TV, games...they all desensitize us (everyday Americans, at least) to death, or a certain view of it, in so many ways. Yet, we're all (soldiers excluded) incredibly disconnected to death, to the point where we're actually trying to solve the problem of death. As if it's something we can logically reason out of our lives with science and medicine.

Seems like 100 years ago, people were dying a lot, all the time. Brothers, sisters, parents, friends...people died a lot more often. Now that medical science has advanced so much, we don't have to deal with it nearly as often. I wouldn't say we are desensitized to death. On the contrary, I think we are actually hypersensitized to it.

I think our media representations of death are a product of our own crippling fear of death trying to convince ourselves that it's not that big of a deal.

Re: Death is not the end: video games wrecked my idea of mortality

#7
Death in videogames is, oddly, opposite to death in real life.

In real life, we prefer to avoid things that can kill us, for obvious reasons. In video games, the effect of death is to keep people playing, not just in an abstract "making things interesting" sense, but in a measurable Skinnerian sort of way.

Also, one of the reasons why 1980s arcade and NES games were so brutally, unforgivingly difficult (with "no continues" the norm rather than exception) was to keep people playing. The oldest games weren't actually very big: the original Dragon Quest 1 was under 64 kB. Constantly killing the player (with no continues) allowed a game that might take 30 minutes for a skilled player to take 20-40 hours for a beginner. By the time someone could actually win one of these games, they had a deep expertise and that shared knowledge was enough to create cultures around these games, which made them both "viral" in their time and lasting into ours.

It's odd to think that something we aggressively avoid in real life was, in no uncertain terms, a killer (pun not intended) feature for video games.

Re: Death is not the end: video games wrecked my idea of mortality

#8

Movies, TV, games...they all desensitize us (everyday Americans, at least) to death, or a certain view of it, in so many ways. Yet, we're all (soldiers excluded) incredibly disconnected to death, to the point where we're actually trying to solve the problem of death. As if it's something we can logically reason out of our lives with science and medicine. Seems like 100 years ago, people were dying a lot, all the time…

I'm struggling to observe any consistency on your part.

You say we are hypersensitized to death, yet also think it's not a big deal.

We are trying to solve the problem of death, yet in doing so we are disconnected to it. The implication being that the drive to achieve immortality and/or extend lifespans is some recent phenomenon that emerged in the last century, which is patently false, and that trying to reason about ending a phenomenon means we are oblivious of its true nature, which is again false, and odd.

In addition, I'm skeptical of your implication that the rate of emotional sensitivity to death increases with more exposure to it. It should be the opposite.

Re: Death is not the end: video games wrecked my idea of mortality

#9
At a fundamental level, video games are about control---what you can control and how, when, in what contexts. It is the interactivity of the game media that separates it from other media.

Death acts as a convenient lose-state because it's at first approximation a loss of control---transitioning from life to death (for a player-controlled avatar) is transitioning from a state where you can control an aspect of the world directly via your will to a point where your will no longer has bearing on the simulation playing out. It's convenient to use that no-control state as an indication that the player has done something "incorrect," i.e. "You messed up, we're going to punish you by time-out in the corner" (even if the time-out is just the few moments it takes to respawn).

All of that having been said, I wouldn't agree with the author that death in games is a "crutch," per se, but I think there are other facets of death that are explorable that most games do not. Some games do; Wing Commander and the much-maligned Steel Battalion: Heavy Armor have the interesting aspect in that your decisions in play would cost you members of your team---and those costs were permanent (for a given session of the game's linear narrative). But in terms of what the player directly experiences, death is often just cutting of the strings between the controller and the on-screen avatar. Maybe there's room to grow there?

Re: Death is not the end: video games wrecked my idea of mortality

#10
This discussion really reminds me of Rosencrantz and Guildenstern are Dead, which has the best view of death I've ever encountered. A specific line stands out:

> No, no, no… Death is… not. Death isn't. You take my meaning. Death is the ultimate negative. Not-being.

Well, perhaps it works better in context, but it's just such a succinct summary. "Death isn't."

An even more pertinent part involves some actors talking about death on the stage. Acted death is nothing like actual death—it's far more believable. Death on the stage feels pretty similar to death in a game.

> GUIL (fear, derision): Actors! The mechanics of cheap melodrama! That isn't death!

(More quietly.) You scream and choke and sink to your knees, but it doesn't bring death home to anyone-it doesn't catch them unawares and start the whisper in their skulls that says-"One day you are going to die."

(He straightens up.) You die so many times; how can you expect them to believe in your death?

PLAYER: On the contrary, it's the only kind they do believe. They're conditioned to it.

The whole play is worth reading about death, but that passage, and the part that follows, stand out specifically.

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