The Arcade Economics Rule Design for the Quarter
Arcade games were designed to create tension between frustration and just one more try. The commercial model (get quarters) directly shaped the design model.
Rule of thumb — the "30 second rule": A player should understand what to do within 30 seconds, and should die/fail within 1–3 minutes if they're not skilled, but always for a legible reason (their mistake, not a cheap trick). Even non-arcade console games inherited this because designers grew up on arcade logic.
This produced the famous heuristic: "easy to learn, hard to master." It wasn't a slogan — it was a literal monetization and pacing constraint that shaped level 1 design in almost every genre.