Video games have clearly matured over time. And by "matured" I don't mean that they've become old enough to own their own homes, vehicles, and alcoholic beverages. I mean that we, as gamers, have started figuring out just what makes a game good and what makes it a frustrating mess.
In the 30-some years that video games have been in the mainstream, game mechanics have clearly been evolving, and evolution implies natural selection. Basically, game mechanics and ideas that people don't like will end up on the cutting-room floor and eventually forgotten about, until years down the line somebody coincidentally comes up with the same idea, and the cycle repeats. Here's some of the game mechanics that I notice have been pushed out of gaming's gene pool, so to speak...
Extra lives. These aren't really dead and gone as much as the others in the list, but it seems to me like more than 90% of games released over the last ten years or so have not had any sort of limit to how many times the player can die or fail a mission before reaching that ubiquitous "Game Over" screen. Of the remaining ten percent that I can recall off-hand, the majority of those are Nintendo games. This is mainly due to the advent of the check point system, in which progress in a game is rewarded by allowing the player to restart somewhat closer if he dies. These days, dying in a video game has far less of a penalty than it did in the 80's and early 90's. If you died in Super Mario Bros, you'd go backwards to the beginning of whatever level you're in, or if you're halfway through, back to the halfway point. Continued deaths result in having to restart the entire game from the beginning. If you die in, say, a LEGO Star Wars game, you don't go backwards at all; you merely respawn in place and drop several of your studs. Even if you're out of studs, dying merely has you respawn in place.
Granted, the extra life (and its distant cousin, the Continue credit) aren't gone from gaming. Some genres refuse to live without it, such as scrolling shoot-em-ups, most 2D platformers, and other arcade-style games.
Passwords. Suppose you did run out of extra lives, and you exhausted your last continue on that one boss. Rather than making you start over from the beginning, the game would give you a series of letters, numbers, or symbols to make note of in case you wanted to start from a relatively nearby point in the game. Anybody growing up on the games of the 80's would inevitably have to write down a password for a difficult game, like Castlevania 2, Mega Man, or Metroid. I know at least one person who has an entire notebook full of them.
Why are passwords gone? Well, to borrow a rather out-of-context capitalist idiom, "I have people who do that for me now." More accurately, battery-powered save RAM, flash memory cards and hard disk drives, which take the writing-down of passwords out of the player's hands and instead inscribes a 32 KB chunk of data describing your exact location, inventory, objectives, and other pointless statistics. No more remembering random strings of characters like "QHXF", "7791-5446-6584", or "JUSTIN BAILEY ------ ------". Game saves couldn't have come sooner, either; Famicom games like Dragon Quest were beginning to have pretty ridiculously long passwords due to the high number of stats that the game needed to keep track of (the US localization, Dragon Warrior, removed the password system and instead shipped with battery-backup save RAM).
Manual-based copy protection. Here's one for the computer gamers. Look up Post #332, paragraph 5, word 17, then type that word backwards into the box indicated by the symbol "NADIR" on your code wheel. Got that done? Okay, now pitch your code wheel in the recycle bin (we at Blaugh promote environmental friendliness!) and just insert your disc into the disc drive. Or toss that too, and just log into Steam. Basically, modern copy protection doesn't involve manuals (which can easily be photocopied, or the results compiled into an Excel spreadsheet and then distributed among friends - both of which I've personally done!), it's (supposedly) about convenience for the end user. Granted, many folks think we should go back to manual-based copy protection, as modern DRM really kind of sucks, and it'd get people to read those forgotten old tomes once in a while.
What I think should happen? Instead of CD keys and online authentication, game installers should have you look through your manual to answer one question. Even for something like, "Read the Credits section of the manual and enter the name of the third Bug Tester under Capcom QA Department." It's not ever going to stop piracy and admittedly is more here to prove a point than anything else. There's no stopping piracy, especially as pirates are willing to jump through more (self-imposed?) hoops in order to Stick It To The Man(tm).
But I ramble.
Warps. Before there were passwords, there were level warps. Want to start your game of Super Mario Bros at World 4? Just head for the secret Warp Zone at the end of World 1-2. Who doesn't remember that? The Warp Zone is rather missing lately; most games don't offer more than one way to get where you're going. These days, warp zones are (unintentionally) replaced with sequence breaks; getting to a place ordinarily inaccessible through clever use of glitches or advanced maneuvers that are not ordinarily learned until later in the game. And to the best of my recollection, only games like Shadow Complex have been explicitly designed with sequence breaks in mind.
Gaming still continues evolving to this day. But what game mechanics will continue to fall to the wayside as we, the gamers, decide that they no longer contribute to an enjoyable game experience? As usual, only time (and vitriolic message board rants) will tell...