Initially, I had planned to make this article a discussion about a whole host of standards by which to classify death mechanics and methods to assign weight to death in games. I had meant to talk about the advantages, disadvantages, applications, relation to the lessons from death, et cetera of each of this wide range of classes. It was going to be a sort of grand finale to what was meant to be a main trilogy (followed perhaps by a few short additions to the series over time). That, however, is not what this article has come to be. You see, as I worked my way through writing this installment, I came to a realization: even given the two previous articles, there was just too much left cram into one installment. Too many points and complexities were going to be cut short or simply forgotten, and the organization and pacing were turning out terribly. It dawned on me that the information needed to be split up throughout more articles. Furthermore, if I was going to have to make this series more than a trilogy, I thought why not include various article ideas I had decided to leave unwritten for the sake of a clean cut three? It was decided then, that this would not be the grand finale to a three-installment series. Instead, it will be the last installment of an initial, largely foundational trilogy for what’s shaping up to be a longer series on death in games and assigning it some well-deserved weight.