>>12025216
If it wasn't an intended design decision then why don't most 16 bit and earlier games have unlimited lives? Some amount have unlimited continues, but continuing will put you at the start of the level instead of a check point which losing a life will do. So why not unlimited lives and more check points in a level? Why not have the ability to just spawn in where or close to where you died if you lose a life? Beat em ups do this, some shoot em ups do this. Why don't all games just let you pick up from where you last left off. Or have more check points. Or have unlimited continues? When you start going down the list of mechanics based on player death, is it technology limitations or is a lot of it intentional?
We can go through this right now.
>Lives
Does it have limited or unlimited lives? Can you gain more lives? Is it score based? Is it based on attaining a one up on screen? Is it both?
>Continues
Can you continue if you run out of lives? Is there limited continues? Can you earn more continues? How can you earn more continues? Is there unlimited continues?
>Checkpoints
How many checkpoints will there be? Is it only the start of the level? Will there be a check point right before a boss? Will only losing a life send you back to mid level check points? Do continues allow you to start at your latest check point or send you back to the start of the level? Are there no checkpoints because you spawn where you died?
When you can see a laundry list of things to consider, it's hard to say that it wasn't intentional. There's intention with how a game handles player death.