Experience wouldn't be called experience if you loose it by dieing. Money loss could be interesting: In the game Diablo you have a bank/chest which can store a maximum amount of money based upon your experience, anything more you have to take with you. When you die, you loose a fraction of your money if you can find your body back. Or you loose it all when you are unable to take it back (but you keep all your items). So, an idea for hyperspace could be: You have a minimum amount of money which is based upon your exp, when you have more, you loose small amounts when you die. This makes saving for expensive items harder and more challenging. However, I am sure nothing like this will ever be implanted.