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I have watched many people play Qualdrin. Often times players gave up after a single game over, citing that they were "bad players". But everyone starts off as bad. The cycle of play, failure, and play again is a widely accepted practice since, in most cases, there will be improvement and eventually victory. But some players can't take the cycle, either because (1) the break between failure and playing again inhibits their learning, (2) some are more sensitive to repeated failure, or (3) the game requires more investment than the player is willing or able to offer.
Infinite Lives Mode is an accessibility measure that addresses those issues. It's not a way to belittle players who do not play (what is now) Classic Mode. If anything, it's a gateway to learning the game before competing for the high score. That being said, if a player doesn't care about high scores, then why put them up to the standards of competitive players?
EDIT: The AbleGamers Foundation’s Game Accessibility Guidelines calls game mechanics like infinite lives Reward System Balance. You can read more about other accessibility measures on their website.
I'm Gerald Franklin, an aspiring game and interface designer.