ResidentLeever: I disagree with extra lives if the game is well designed around them, so you are rewarded for exploration and don't lose
too much progression from losing all of them. Then they become a resource like food or healing items and can make a shorter and more intense game more exciting to me.
dtgreene: Also leads to an interesting dynamic when there's a reason to lose a life on purpose, like in Zelda 2 where you recover your HP and MP, but losing your last life sends you back to the start, takes away all your XP, and in the Japanese version lowers your three levels to match the lowest one (so if your levels are Attack 4, Magic, 5, and Life 2, after a game over they all become 2). Also, in some shoot-em-ups (including, for example, the Touhou series), dying gives you a new set of bombs to use.
That reminds me of one mechanic that does seem to have disappeared, but was quite common in the NES days, but could be considered obsolete: Only way to save is to game over. (Examples include Zelda 1 and 2, Metroid, and Castlevania 2. Magic of Scheherezade was also partially like this, but you could also save (or, rather, get a password) in mosques, but later chapters don't have one in the starting town.)
Another mechanic of that sort that has disappeared and could be considered obsolete is password saves. In some older NES and GB (and some SNES) games, when you go to save, you are given a password, and to reload, you have to enter that password. For some games, like the Japanese version of Dragon Quest 2, these passwords can get pretty long, which makes it rather annoying to save your game. (Note that this type of save system is found on the SMS (Wonder Boy 3: The Dragon's Trap; the modern remake even includes such "retro passwords", but they're not required to save/load) and probably on the Sega Genesis.)
Yes indeed, and in some games like Battle Garegga you kinda have to die at times to lower your rank and make the difficulty manageble.
In WB3 you also respawn the chest contents by loading a password, so it can be used to farm.
Darvond: On Hidden Stats: Or worse yet, stats/skills that do absolutely nothing or are worthless but come up in a mandatory stat check for main progression.
Nonsensical P&C Puzzles: Which also reminds me of an old trope; having to exhaust every conversation option before you can move on. Turns out the frog in the far off corner was the event flag.
You know, I think Collectathons are the only games that managed to show that they weren't even ready with their earliest entries and only recently has technology allowed them to be managed sanely.
Or the branching path that leads to
absolutely nothing. At least it isn't Dirty Harry (I think) where the empty room is also a purposeful softlock.
The second thing happened as recently as the other day for me, in Okami from 2006. I had to talk to some NPCs in town (actually at the end of a cave as far inside the town as possible) several times to be able to exit it and move on even though they didn't have anything that important to say and you're not told specifically when trying to exit the town that this is what you need to do.
Final Fantasy 2 had a bunch of empty rooms, some of which also placed you in the middle of them and had enemies attacking you. No way to tell which ones beforehand.