Journal of Virtual Reality and Broadcasting, Volume 4(2007), no. 3 Why Death Matters: Understanding Gameworld Experience Lisbeth Klastrup¤ ¤National Centre for Design Research Royal College of Art, Copenhagen Phillip de Langes Alle 11, DK-1435 Copenhagen K, Denmark email:
[email protected] www: www.www.designforskning.dk Abstract 1 Introduction This article presents a study of the staging and imple- mentation of death and the death penalty in a number In recent years, a certain “experience” turn has taken of popular MMOGs and relates it to players general place in many of the disciplines which study digital experience of gameworlds. Game mechanics, writ- artifacts, systems and worlds. Whether it be within ings and stories by designers and players, and the re- the field of philosophy [Jay05], human-computer in- sults of an online survey are analysed and discussed. teraction and user-experience design (for instance The study shows that the death penalty is implemented [BOMW04, MW04]), arts and culture [oC05] or game much in the same way across worlds; that death can be studies [EM05], the concept of experience is increas- both trivial and non-trivial, part of the grind of every- ingly being debated and probed in a variety of em- day life, or essential in the creation of heroes, depend- pirical studies. Likewise, in the physical realm the ing on context. In whatever function death may serves, focus on not only functional or aesthetic design, but it is argued that death plays an important part in the also on emotional and emphatic design signify an in- shaping and emergence of the social culture of a world, creased interest and awareness of the need not only and in the individual players experience of life within to design systems or objects that function well, but to it.