Week 3 Run: Lives, Continues, and the Arcade Economy
Where "three lives" came from, and what happens to difficulty design once losing stops costing quarters
8 March 2027
Three lives, a game over screen, a continue that costs another coin: none of it was designed around what makes a satisfying challenge. It was designed around how many quarters a cabinet needed to earn per hour. That constraint outlived the cabinets.
Before the session#
Find a game — any era — that still has “lives” as a mechanic, and ask what job that mechanic is actually doing now that nobody’s feeding it coins.
In the session#
We trace the arcade economy forward: home consoles removing the coin but keeping the lives, then games that finally let the mechanic go entirely.
Afterwards#
Keep your example. It reappears in week 4 as the thing checkpoints replaced.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- you can explain why arcade difficulty was tuned to a coin, not a curve
- you can name a modern game that still carries arcade-era failure conventions
- you have brought a difficulty curve you think was tuned for the wrong economy
Teaching team
- Idris Fenntutor