Common wisdom in video game design says that you can’t make death cheap. While you never want the player to quit in frustration, you also want to make them think. If death lacks consequences, players feel no tension. So a bullet wound or bottomless pit usually leads to a reload or level restart.
And then along comes a game like Super Mario Odyssey, where getting mauled by a Tyrannosaurus only loses you 10 coins, which you can go back and recover 30 seconds later. What gives with that?


