As the saying goes, there are only two givens in this life: death and taxes. Yet, according to a 2017 study, only one in three people in the United States has an advanced directive – a document(s) including health care proxy form (deciding who will make end-of-life decisions for you), a living will (a document that states what sort of medical decisions you would like for end-of-life medical care), and DNR form (Do Not Resuscitate) – in place to prepare for it. In 2015, the Funeral and Memorial Information Council (FAMIC) found that though most Americans were interested in preplanning for a funeral, only 17% of adults had made the arrangements. This past year, after the unexpected death of my uncle, I witnessed the difficulty that avoiding these decisions can have. My mother, having volunteered to settle his affairs, had to figure out funeral arrangements, burial of his cremains, and the settlement of his estate before she could process what had happened.
As a proud member of the Death Positive movement, I was inspired by Caitlin Doughty’s introduction of the process of end-of-life planning in her video “Protecting Trans Bodies in Death.” The process appealed to me, but the idea of finding paperwork according to my state’s law and researching every detail was daunting. Seeing my mother’s experience with planning my uncle’s funeral, I wanted to create a resource to help streamline and destress starting the death planning process. What better way to encourage exploration, learning, and engagement than a game? Instead of sifting through paperwork and extensive Google searching, I figured that creating a dedicated game for the topic could help users begin to consider these questions and begin to make these decisions at their own pace.
The premise of the game is that you are designing your own death aide – inspired by the idea of the psychopomp, the angel of death, and the character Death from Terry Pratchett’s Discworld series. The player guides the psychopomp through their training on how to best serve the player, learning various skills, attitudes, and customs as they continue their journey to becoming a full-fledged personal psychopomp.
The game – likely to be developed in Ren’Py (a visual novel Python framework) or as a dedicated JavaScript site – is mostly text-based with an avatar of the aide on screen, evolving with the player’s choices. The player’s choices will affect the avatar’s appearance both directly and indirectly – for example, they could choose the avatar’s hairstyle, and choosing cremation for the treatment of their remains would provide the avatar with a fire elemental motif. The death planning questions are asked diagetically as the psychopomp undergoes their training, rather than presenting the player with an arduous questionnaire to fill out. Before answering these questions, the player is provided with context so that they can make informed decisions. For example, before answering whether they would like their next of kin to be their health proxy, the player would be led through how next of kin is defined and what sort of decisions they would be expected to make.
The player can choose to explore options for funeral planning and answer questions for health care proxy forms, and living wills, though this minimum viable product will focus on these forms for the state of New York. These types of documents will be introduced to the player so they can make the conscious decision to begin exploring these topics. The point of the game is to educate and engage the player at their own pace and comfort.
The game also allows the player to add wishes such as a funeral in accordance with a particular religion of their specification, refusal of embalming, what music they would like played at their funeral, etcetera. While some options will be explored through the game, more open questions (such as religious affiliation) will be asked in an open-ended manner, allowing the player to accurately represent who they are and what they want.
When the player has finished taking their psychopomp on their creation journey, the game ends, and the player is presented with a document containing their choices for download, including how their choices correspond to options on advanced directive forms. The choices document is not designed to be legally binding but to give the player a concrete token of the learning and introspection they have undertaken over their playthrough.
This game takes its cues from McGonagall’s theory of using game development to improve our everyday lives and Flanagan’s idea of activist games, designed to emphasize social issues (in this case right to representation in death), education, and intervention. Through engagement with the game, the player creates a document with their choices that they can then use to establish an advanced directive and make their wishes known to their loved ones and health proxy / death care representative, thus lessening the anxieties and burdens on themselves and their loved ones in the future. In so doing, they gain concrete benefits beyond the entertainment or experiential value of the game.


