Originally Posted by
James
What they're talking about here is basic level flow. Intensity followed by brief rest. If it's all intensity all the time it burns the player out, it's not fun. By sticking the player at the beginning of the level when they run out of lives, or back at a checkpoint after losing one, they ensure they've got one or two bits the player can be good at before kicking his ass again. They're viewing a cycle of accomplish-accomplish-fail as better than fail-fail-fail-fail-fail.
And yeah, their comments on the origin of continues is dumb, but that's not really relevant to the overall discussion.
James