I don't think "death" is really death in most games. Because most games are simply abstract systems. Recently these systems have been skinned to look like humans and so suddenly the removal of a pawn is portrayed as "death". But it usually has no narrative implications or real meaning.
There are many stories in the world that don't feature a single death. So death is not a vital ingredient for a powerful experience at all. That being said, the fact that we are mortal does colour what we do and think. In a way, death is always present, lurking in the corners of our mind.
As it happens (and I swear this is complete coincidence), almost all of our major games at Tale of Tales have dealt with death:
- in The Path, the goal of the game is to die six times,
- in The Graveyard, you play an old woman who can die if you paid for the full version,
- in Fatale, your head is chopped off in the beginning of the game and you say goodbye to life in the rest,
- and Vanitas, of course, is about the futility of life.
Are we emo or what? I'm not sure if I was fascinated by death before we started making games. But I know I am now! I have some strange curiosity for my own death. Maybe I should try to design a dying simulator...