I twitted that “restarting a long multi-screen level on death” and “limited lives” are examples of retro mechanics that should stay dead. I thought that I would expand a bit on what I meant.
In part, this is a corollary to my past writings on challenge and punishment. In my definition, challenge is when a task is difficult to accomplish because it requires a high amount of skill, ability, or experience. Punishment is when failing a task imposes a burden on the player, usually in the form of lost time.
Continue reading The Obsolescence of Lives