In a movie or book, even one about violent events, death typically carries significant narrative gravity: something to contemplate and reflect upon: mortality, tragic loss, the finite versus the infinite, all that jazz. In a videogame, by contrast, death is often just a temporary nuisance — a failed jump or missed bullet, a lightweight frustration. The videogame version [of death] emerges from a collection of assumptions about what games are supposed to be: Games are supposed to be about goals; the goals are supposed to be judged and scored; consistent inability to achieve positive goals should lead to failure; games are supposed to be about dangerous and violent topics… altogether they mean that in a game, you should sometimes fail, and the failure should be death.
Shamoon Game over: How different gamemakers cope with death Games for Windows Magazine #17