Oh, extra life, how we adore thee. You're always there to pick us back up when we have fallen. You're always there to heal our every wound up good as new. You are a stalwart companion and an indispensible element in fighting the good fight even when the chips are down. Oh, extra life, how could we ever have lived (again) without you?
We couldn't. Could you imagine if the "extra life" was never realized? Everybody deserves a second (or third) chance, don'tcha think? That is one of the founding principles behind the extra life. Retrospectively, the extra life was born from a few other defining factors.
(Hit the jump to continue onward)
Origins of the Extra Life
For starters, the thought of giving players extra chances after failing was primarily found in pinball machines before anything else. The idea of giving three balls, instead of just one, prolonged the experience and also gave the player a sense of comfort in the beginning and a sense of urgency when their last ball was in play.
From there on, "extended play" was soon adopted by the arcade industry to entice players to spend more money and continue playing. Many arcade games of the 1980's offered rewards of an extra life for achieveing certain milestones in their point scores. For example, Namco's Galaga gave the player an extra life after reaching 20,000 points. In this way, the player's ability is being acknowledged and thus creating a feeling of worth for the actions that he/she is doing. This, in turn, creates a feeling of gratification that makes the overall experience that much more enjoyable. As we all know, people will go out of their way and spend large sums of money for any sort of gratification. Arcade games were no different.

Evolution of the Extra Life
Over the years, the extra life has taken on many forms, shapes, and sizes. The iconic "1up Mushroom" from Super Mario Bros. is surely a welcome sight to any gamer. However, the fasion in which it is obtained greatly differs from the old days of simply scoring enough points. Rather, they were hidden within the levels, waiting to be found by thorough players. As you can see, the fundamental idea of rewarding players with extra lives has not changed, but the methods in which they are awarded has. Today, this is now a fairly common practice among most games that have some sort of "lives" based system. The extra life is as much a fixture in gaming as water is a fixture in life.
Another evolution of this basic principal is found in games with "respawning." Though there are no set amount of "lives" per se, there is, however, a system in which play is continued even after a loss or failure to complete a certain task has occured. Respawning may be completely different from the classic way of continuing play, but it was certainly influenced by it.

Living the Extra Life... and taking it for granted.
You know, it sure is great to be living in a world where you're given extra chances, no matter how bad you screw up. But what if the extra life was never implemented? What if you only had a single chance to beat an entire game, and no way to increase those chances? Needless to say that games would have definitely become far too difficult for most to pick up. Perhaps the arcade craze of the 1980's would never even have happened because people would be too frustrated to pump any more money into the machine after losing so quickly and so often. It's a stretch, but if this would have happened, then our favorite past-time may not have come as far as it is now. Kinda makes you rethink about the importance of that "1up" you just scored by getting 20,000 points.
Indeed, we may have taken the extra life for granted. But rest assured, the extra life does not take us for granted. Because without the players, it holds no value. Just remember that the next time you get an extra life, a mushroom, respawn, or whatever keeps you going after you would've been long gone, that it holds a special place in the history of gaming and should be respected as such.
Finite lives is an outdated idea. Hell, health in terms of percentages is old, as are health packs. Regenerating health is a lot easier to work with. Streamlining the gaming experience so that it's not just an item hunt makes for better gameplay. Lives may have a purpose in some genres, but not for platformers anymore, and certainly not for shooters.
I hate that system. Regenerating health made it so that you didn't have to search out that health pack, no, but you did just have to sit behind a rock and wait for your life to come back. I'd rather play a game that you have to conserve your life, and try NOT to get shot. Oh the sighs of relief when you walk into a room and see 5 health packs on the floor. You knew you were safe then, for the time being.
Way to easy. It doesn't streamline the gaming experience, it makes it easier.
Regenerating health doesn't make a game easer. You dick around in a game like Gears of War and you'll be dead in seconds.
Off the top of my head: Katamari has no lives, continues, or spawns. Also, the Wario Land series before Wario Land 4. I'm sure they're more.
Also, if you enjoyed this article, there's a related article about death in video games in the Feb. 13 issue of The Escapist.
There should be a game where not only do you not get any extra lives but you can't even start the game over. When you lose, the game would eject itself from the console and self destruct.
Hardest game ever.
@Eleo - I bet it's for the PS3 too. When the game ejects it burns down your house and then sells itself on Ebay. That would kick major ass.
The sequel would videotape you getting your ass kicked and post it on youtube. And the microtransactions would add funny little sound effects and slo-mos of you getting your shit ruined.
I expect EA to pick it up tomorrow.
I'm sure if in Gears you had a life bar, and died just as (or nearly as) easily, it'd be just as hard, or even harder, no?
@Loque: If Gears had a life bar (a bad way of putting it, in any game the bar's there whether you see it or not), the game would be broken. In Insane, you just wouldn't be able to play it, because it'd be way to hard. And Multiplayer? Forget it. If there were health pickups, and they were behind any sort of cover, it would devolve into a camp-fest, i.e. multiplayer is actually dumbed down. Gears only works with regenerating health.
Regen vs. non-regen really comes down to the game it's in. A system may work well for some games, but not for others.
I was thinking the same thing about Steel Battalion.
And isn't it creepy that Mega Man's 1up was his head? If came across a big replica of my own severed head, I'd probably just stay the hell away from it.
Thanks for the escapist link. Good story there on Dying in games.
@Satorius
I forgot about Batman on the Lynx. My friend had a lynx and that Batman game was pretty cool for it's time, and I think I remember it having only one life as well.
HOLY CRAP ARE YOU ONE OF THE REAL BRAN FLAKES?! if so, who? I know a fellow who's worked with you.