Posted June 25, 2014
amok: Depends on the game.
With many modern games, the game-world is quite large, and it can have many objects in it, each's state needs to be saved. So for quick saving to work, you will either need a simpler world, or maybe do some trickery with the game world (such as not being able to go back when reached certain thresholds) or just make a game with a simple game-world which is fast to save and load.
Skyrim disagrees with you! :P With many modern games, the game-world is quite large, and it can have many objects in it, each's state needs to be saved. So for quick saving to work, you will either need a simpler world, or maybe do some trickery with the game world (such as not being able to go back when reached certain thresholds) or just make a game with a simple game-world which is fast to save and load.
My opinion: I prefer having a method to quicksave/manually save (along with autosaves/checkpoints), rather than just checkpoint saves.
This isn't about me being weak, or "casual" or anything like that. This is about me having control over my gaming experience. As people have mentioned already, real life doesn't care about your game. So your game should care about real life. I consider the ability to save being up there along with the ability to pause, to skip dialogue/cutscenes, to have the damned computer turn OFF when I press the off button (when did that stop working? Why must I yank out the cable from the back now to do that? :( ) and so on.
To me, someone saying "No, but the design of this game is such that it wouldn't work if you had quicksaves/manual saves" is like someone showing me a painting, and when I say it looks rubbish, they tell me "No, but you have to look at it at a 108° angle horizontally, and 60° vertically to properly experience it!". Get lost, I'll experience it however I feel I wish to experience it. Another example of the same behaviour being games that pretend to be "free", but the moment you go in the opposite direction from where the developer wants you, the moment you shoot the blue guy first instead of the green guy, you get a big flashy warning and a game over if you continue that way (interesting how these are so often the kinds of games that utilise a checkpoint system with no saves). If I wanted such a restrictive and linear, on-the-rails experience, I'd read a book. And guess what- in a book, I can put the bookmark WHEREVER I want, I don't have to start from the beginning of the chapter!
Relying on a checkpoint system as a game mechanic is very poor game design in my opinion. Coupled with the fact that checkpoint systems are usually done because the programmers are too lazy to code a proper save function (in the same vein as what amok said), I don't look at a lack of saving options in a game kindly.
In older games, it was understandable. They were running up against the limits of the system. Maybe there wasn't enough space to properly save everything. Maybe it was a console without any writeable memory. So they used checkpoints or level codes/passwords and so on.
But I have to admit, I used save states in Another world when I played it again years later (before the rerelease). I guess that makes me a pussy :D.