DadJoke007: - Lack of quick save is often a positive thing, even in PC games. The lack of a life line increases the suspense and increases the stake. Resident Evil handles this really well with limited number of saves. Forced save points by design makes the run from A to B more thought out.
Lack of quick save, by itself, doesn't just prevent the player from saving anywhere. Also, to me limited number of saves is an instant turn-off, and is bad enough that I would consider it a dealbreaker.
On the other hand, I have another one:
* Not all the game state needs to be saved. The more game state that is saved, the more likely a player will save themself into a softlock. Partial saving, while it might lead to exploits, also provides ways to get out of softlocks. Similarly, games with save anywhere shoud provide an escape option, accessible without having to first load the game normally. (Golden Sun is an example of a game that had such an escape option, while Final Fantasy Adventure is an exampe of a game that needed one.)
I could also mention another one:
* Story should never be favored over gameplay. If a story event hurts the gameplay in any way (for example, by trapping the player in a dungeon with no way to go back to heal or level up, or by taking away the character who is most interesting from a gameplay perspective), the story should be adjusted so that that doesn't happen. Change the story to fit the gameplay, not the other way around. (The one exception here would be visual/kinetic novels, particularly the latter since there's no gameplay in them to begin with.)
DadJoke007: - Lack of quick save is often a positive thing, even in PC games. The lack of a life line increases the suspense and increases the stake.
Breja: So don't use it. There's no need to remove the option for others. That's what annoys me in arguments about such features like quick saves, hot-spot indicators, fast travel, auto map etc. - just because it's there doesn't mean you have to use it. Having those features doesn't hurt those who don't like them, but removing them hurts those who do.
I hate having to re-do the same stuff over and over, for me lack of the option to save whenever I please only leads to tedium and boredom of replaying the same crap over and over again rather than tension and suspense. Not to mention how I absolutely loathe that moment in games when I'm tired and want to quit, but have to push on to find a checkpoint first or I'll lose all my progress. That's just inexcusable.
One thing that's often overlooked; having a cutscene after a boss can be a problem in this case. Some players might be tired after beating the boss and just want to save and quit, or might have to get to work after playing (the example I'm using here), but the game doesn't let them. As a result:
* If cutscenes are skippable (as they should be, if they're going to be included in the first place), the player has to choose between skipping the cutscene and potentially missing out on important story information or not quitting and possibly being late for work.
* If cutscenes are not skippable, then the player ends up late for work, which is not a good thing. Or, perhaps, the power goes out before the player can save and they have to repeat the boss fight.