Grief Should Be Communal in Games

A witch who can transform into a scythe asks to meet me at a local church. They are grieving their grandmother who recently passed and trying to make sense of our strange friendship at the same time. You see, I wield their scythe form when we dungeon-delve or “Dunj” together. We are both considering our mortality and that of our loved ones–often and how to process our grief. I spend some time talking to them about how they are coping and they surprise me by turning the question back on me. “Have you lost someone?” I feel my mind do a double-take: no, I don’t think I—wait, of course I have. Recently in fact. I won’t say who I lost other than to say that they were someone whose loss caused a disorienting tectonic shift for my inner child. Their loss signaled the cordoning off of a younger era of my life and solidified the point of no return to it.
Yet being able to share this vulnerability with one of my favorite characters, Rowan, in Kitfox Games’ adventure-dating sim Boyfriend Dungeon, allowed me to come to terms with some of the grief I’d been holding for half a year. As the meeting with them drew to a close we bonded by meditating together and acknowledging that we could make sense of our mourning through empathy. The reasons for this are well-explored in both games criticism and podcast series like Play Dead, hosted by Gabby DaRienzo of Laundry Bear games, the indie studio behind A Mortician’s Tale. Games have a lot of cathartic potential and offer a safe space to deal with difficult emotions without any judgment.
There are major shortcomings with portrayals of grief in games, however. At the AAA level the shortcoming is one of scale or perhaps intensity, to be more exact. Games like the Hellblade series, The Last of Us series, and God of War (2018) are often dealing with portrayals of epic grief set in worlds or plots that accentuate the nature of the protagonists’ grievances. While there are quiet moments within these narratives which accurately capture the different shapes grief can take, I find for me at least that the epic metaphors hold me at a remove from the text.
This distancing due to allegory happens also in smaller budget games like Gris or Spiritfarer (though the latter is more adept at balancing allegories of grief with mundane expressions of it).
Gris is a beautiful visual representation of grief with its aesthetically pleasing ruins and the protagonist’s quest to overcome her depression to rediscover her singing voice. As I’m both a visual and linguistic person, this representation is one that helped me through a rough patch when I felt disconnected from my creative purpose. But ultimately Gris is a game that some players might find too abstract to empathize with. The trouble with epic metaphors for grief is that they attempt a universal narrative of the emotion and its expressions. Neva, Nomada Studios’ next title, at least focuses on a less vague sense of grief by centering the narrative on two characters and their bond. But I still felt a nagging sense of melodrama to the initial trailer.
Having smaller, lower-stakes grievances can counter this design challenge. It’s understandable why games, especially at the AAA level, feel that they need to maximize the cathartic potential of a grief narrative. AAA games are obsessed with empowerment of the individual as well, so it’s in their (supposed) best interests marketing-wise to make their players feel like they’re triumphed over their grief. But the thing about grief is that it’s pervasive, and although we’ve identified those so-called five stages of it, it’s not a linear progression nor an automatic process. While you might be able to take action against your grief as an entity in epic narratives, there’s no guarantee that you will suddenly vanquish your real-world grief in the same manner. In other words, you can’t press X to will your sadness or bereavement away.