Skip to main content

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

Back to Runs

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.

Teaching team