I wasn't able to find anything that said otherwise. Please show me your source; I'll be ecstatic if yours turns out to be right."
I wasn't exactly trying to relate to the "arcade mentality" throughout my piece. It mostly just intrigued me that Jensen went to two arcade classics when he thought of death and challenge. The inclusion of extra lives in many arcade-like titles is worth bringing up, but I would argue they are there to help the player feel like he or she is making some sort of progress against inevitable death. You would want to keep trying if you knew that reaching a certain point/skill level would give you some sort of reward or extended play, even if the game is made to have all but the best lose those extra chances shortly afterward. I'm not saying anything is necessarily wrong with an arcade-like setup; just that it doesn't have to be the only or "standard" concept through which all " real" games should be compared.
I unfortuantely haven't played Demon's Souls yet, but they way you describe its treatment of death sounds creative and purposeful. It forces you to replay part of the game, but in a different way. Things sound like they have actually changed for the player somewhat instead of forcing him or her to relive the same points the exact same way until they do exactly what the developers want them to. I like that.
I also agree that, if a game wants to make limited lives, health and/or ammo part of its experience, then it should. I was never bothered by ammo management or ribbon finding in Resident Evil because I knew that was a solid intention of the game. But does it mean a game MUST have those kinds of limitations to be considered a "real game"? MUST challenge always be a requirement in a good or worthy gaming experience? Of course not. The respawning effect in BioShock irked some people, certainly, but when I played the game, it didn't become to me about creeping along with the threat of death over my head as much as exploring the world, learning the story, and finding new and interesting ways to mess with the enemies that populated the world. Perhaps it makes me a bit "simple" seeing how long it would take to take down a Big Daddy with just the wrench, but I'll admit I had fun doing it and it became incorporated into my view of the BioShock world.
Simultaneously, I can see how players who really thrive on challenge may be frustrated by the wave of more "casual" experiences and how the industry as a whole seems to be tilting away from what they love. I certainly don't want that aspect to disappear from gaming as it's certainly a necessary pillar and we do need "hardcore" challenges. I just don't think it's the primary support anymore. "
1. Chrono Trigger
2. EarthBound
3. Mario Bros. 3
4. Legend of Zelda: Link to the Past
5. Kirby's Dream Land
6. Perfect Dark
7. Sly Cooper
8. Tony Hawk Pro Skater 4
9. Super Mario Galaxy
10. Legend of Zelda: Link's Awakening
11. Elite Beat Agents
12. Silent Hill: Shattered Memories
13. Sonic the Hedgehog 2
14. Resident Evil 2
15. Klonoa"









It feels like I'm at the last area of the game. I hold off playing so I can do co-op with my cousin. Going at it with 2 players is an awesome experience, especially when you take turns trying for the precariously placed items around the stages. "