So many video games are about escapism – but this doesn’t mean that the worlds we escape into when we play are necessarily better worlds than the one we inhabit. No, when we pick up that controller, we often find ourselves in situations that are brutal, life-or-death: warfare, disaster, the apocalypse. It’s therefore not surprising that perhaps the most common player interaction in games is killing – or its flip side, dying. Obviously, though, that’s partly beside the point: in a virtual world, death means very little, whether you’re the one doing the dying or the one who’s killing. One Nazi, zombie, mutant less – or, if it’s the Nazi, zombie or mutant who won that particular fight, you reload and get another chance at killing rather than being killed. The worlds we escape to may not be better than ours, but they’re exciting, and the reversibility of death is obviously a plus.
But is this all these worlds can be: places where we either kill or die, over and over?
