Very insightful, readable and varied, this book takes a really detailed and interesting look at how loss is represented in games. What stands out in particular is the range of different angles it approaches the topic from, going well beyond simply what methods games use to depict loss, and reflecting on the cultural implications of these methods, what they suggest and why they might have been chosen.
The case studies are detailed, varied and meaningfully different from each other. They explore not just the intent of the games’ creators, but also how these moments are reflected in mods, reviews, forums and hacking. This is a great way to explore how living out a grief experience is experienced by a player, what they might get out of it, and how contemporary culture shapes that perspective. It also critiques a lot of the assumptions of the imagery used, in particular how gendered roles manifest themselves in these grief narratives.
Approaching this as a game designer in the non-academic world, I found it clear and easy to read. A particular highlight was the final case study: Jocoi, a game designed to allow bereaved mothers from exploring their experiences. It really challenges the typical role of a game designer, making the core task of the designer about listening rather than dictating, and making the process of creation more important than the end product. The reports of the way the women who took park responded to the design tasks is deep and thought-provoking.
A deep and insightful book, which I can highly recommend.