Leroux: One of my biggest pet peeves with this kind of system is that it doesn't allow you to quit the game without penalties whenever you want to or need to. And that has nothing to do with challenge or difficulty, it's all about ease-of-use and it's pretty annoying. Games should be a pastime, not a duty, and I want to be able to quit them whenever I'm tired or something else comes up that calls for my attention.
One example of this is Azure Dreams (PSX version I am referring to, but the Gameboy version may behave the same) where the save system worked like so:
You can save in the town by speaking to an NPC (your mother).
In the tower, you can only save when you go between floors on the elevator. Saving here "exits" the game. When you load the game, it saves it again
as though you had died in the tower i.e. back in the town, lost all your inventory.
This lead to hurried races to find the elevator before you had to leave for school (I really like this game.. :]) and if you managed to lock the game up (quite easy considering some of the bugs[1]) or otherwise exit without saving, it behaved as though you had died :|
Needless to say, I was planning on removing these save mechanics in my PC adaptation/port of this game (I was taking a few things from the GB version, such as dungeons, and adding in multiplayer) and letting players save whenever they want.
[1] One of which was to have one of your familiars (a Manoeva) transform into an object and then try to recall it to the bag. The game would lock up immediately, waiting for the Manoeva to enter the bag, but it being unable to because it wasn't a familiar. I have a theory that this is because the Manoeva was instructed to return to its natural form, but such an action takes a turn, and it wasn't its turn yet!