An essay describes the author's experiments using the qualities of psychedelic experiences, particularly those from salvia divinorum, to inform game design. It reviews the brief history of games influenced by psychedelic drugs and culture. The approach offers benefits, including design strategies that may help create simulations fostering empathy for symptoms of mental illness, suggesting directions for future work.
Walking simulators and self-playing games can provoke states of mind similar to death meditations, a spiritual practice. The author argues that these games, through their design and automation, offer potential benefits by encouraging contemplation of mortality from both individual and collective perspectives. The article analyzes works like Death Stranding and Proteus, alongside contemporary art by Ian Cheng, drawing on game design theory and philosophy. It contends that such experiences, rooted in psychology and spirituality, can illuminate elements of mainstream game design and provide a niche approach to fostering meditative reflection on death.