Abstract Berlin: Sebastian R. Richter

Metaphysical phenomenology and mediation of Death as space-time paradoxy in Videogames


While death as an existential concept is problematic because we can never experience death ourselves (cf. Scheler 1923), in video games there is the paradox that death is not only an important mechanical concept, but lets the player experience existential failure. As a literal leap of faith (Fichte 1801, Kierkegaard 1846), they mediate a neglected connection between space and time as (virtual) real representation. I will show Disco Elysium (2019) and Dark Souls (2011) to explain my theoretical approach. In Dark Souls, dying is impossible because the playable character is under the influence of dark signs. The narrative concept matches the game mechanics, while the space represents a dying society. Disco Elysium is about the concept of the pale - a fluid aspect between something and nothing, which connects societies, but can only be traversed at the expense of the mind.