orcishgamer: Encounter balance and achievements, that's why they're doing it, not laziness.
MichaelPalin: Achievements, really? As if I needed more reasons to hate achievements. Well, I don't really hate them, but I consider it bullshit how developers are forced to include then in any game. Can you explain a little bit further why achievements force checkpoint-based saving?
And also, as a game developer, can you tell why any modern game design trend is a step further on telling me how I have to play my games? Because I started playing games for the freedom they gave me and now all the games have become movies that continually tell me what button I have to press for the action to continue.
Sure thing, if you don't like achievements then you probably don't know their typical format. Some are like "play through on hard" or "do X without dying" or even "do X with getting hit", allowing a quicksave every 5 steps makes a lot of those achievements lose their difficulty.
For instance in Castlevania: Lords of Shadow, Act 3 boss there are 3 different phases. He's largely considered the hardest boss in the game (part of that is due to encountering him well before you have a lot of upgrades). One game achievement is to fight him without using Light Magic (the healing mechanic in the game), since he does insane damage this largely means not getting hit more than about 3 times on the easiest levels and only 1 time on the harder levels. The achievement doesn't care if you do it on Easy Mode, just that you do it without activating your healing. It's a very long fight, there's checkpoints between phases but that's it.
Now one might complain about this, it is just one way to design a game. On the other hand, sometimes the reason you hit a wall in a room or during a battle is the game designers have been trying to teach you how to play their game: "Hey, we've taught you the basics, the game just gets harder later on, you need to understand this by now, here's a wall of difficulty carefully designed to force you to use our game mechanics." Now the player may fail on the wall due to bad game design, testing, poor teaching of the mechanics, or just due to needing practice.
Later on players tend to come back to score achievements, by then they have the game mastered and are hunting for a badge of perfection (this isn't as lame as it sounds, at least not always, the Castlevania achievement I described was really fun to get). This all is easier to design and balance with a fixed save system.
MichaelPalin: - Sometimes, the checkpoint triggers before you have done something, or you realize that you wanted to prepare in another way for a battle. In Alice for example, right now I have triggered a checkpoint before realizing there was a secret place, so now, every time I'm killed (as a complicated battle follows) I have to go back to the secret place, collect the secret collectible and advance to the battle. Why can't I save by myself after collecting the secret item? Or what about when you realize that you want to use a different equipment? You cannot undo a checkpoint, which, when a battle is complicated, it forces you to do the same changes again and again and again.
Virama: The first game that instantly came to mind would be Darksiders :) Amirite?
That's not to say I don't love the game to bits but I fucking hate missing a chest, getting to a zone where I know the boss is next and won't be able to go back for ages, and I turn around and see a hidden chest so every single time I die... Marathon.
I still get the willies from one Darksiders room with two waves of normal enemies, it was small and I died so many times, brutal game in places. It was fun as hell though.