Posted July 13, 2021
babark: I'm very much against restrictive saving- initially created due to technical limitations (and imported to PC from consoels, the source of so many of PC gamings problems), and now only used to artificially pad the game. If your game needs a checkpoint system for "balance", then you're just being a lazy designer who has chosen the option that bypasses a problem you should actually be solving.
Some mechanics don't play well with reloadable save anywhere. For example, some games have items that produce some useful effect, but have a chance of breaking. (Examples include Wizardry 1-5 (4 is especially worth looking at here), Bard's Tale 1 (except the remaster unless "chapter differences" is enabled in Legacy Mode), and Dragon Quest 2+ (Prayer Rings restore MP to the user but might break with each use; no other item is like this).) With reloadable save anywhere, you can just save, use the item, and if it breaks, reload. (Note that, in Wizardry 4, the player is sometimes expected to do that; there's a penalty to saving in that game (the enemies on the floor respawn), but it doesn't matter if you just changed floors.) There's also gambling situations (earning money through something like blackjack is much easier if you can just save state and reload), and other RNG-heavy segments (SaGa Frontier 2's final army battle is notoriously difficult, but if you use save states, it ends up suddenly becoming much easier).