The option to “continue” changed the nature of death in games. It could certainly remain an annoyance and a sign of failure, an indication that the player is not executing well, but frankly, any number of games also seem to use death as a feature, as a necessary mechanic for play.
In games, death can be an impediment. From the earliest days of video games in the arcade, death marked a game’s fail state. Three deaths and it is over. Insert quarter.
Of course, death rarely leads to the Game Over screen any longer, not on home consoles or even on arcade machines. The option to “continue” changed the nature of death in games. It could certainly remain an annoyance and a sign of failure, an indication that the player is not executing well, but frankly, any number of games also seem to use death as a feature, as a necessary mechanic for play. I’ve written before, for instance, about how Limbo (or Dark Souls) in some sense insist on a player’s death and even encourage the player to take unnecessary risks in order to better learn how puzzles work and to eventually solve them (”Dead Again: Notes on the Impermanence of the Virtual Body”, PopMatters, 26 October 2011), as has my fellow Moving Pixels blogger, Nick Dinicola (”Death Is Boring: Immortality as Character Development in Video Games”, PopMatters, 21 July 2011). Likewise, Hotline Miami is another recent title in which death is frequent and also frequently serves as a method of better understanding how to proceed in a level by testing approaches to solving that level, knowing full well that death is likely, but potentially, again, an important learning tool or vehicle for honing a larger strategy.