CaptainGyro: I've heard this complaint before by a few others, but I don't get it. I'm not saying you're wrong for complaining, I'm asking why is this so bad? What are some examples of games that don't do this? I am a long time consoles player and am still relatively new to pc gaming, so I never really noticed the difference
Well, I criticize this mostly form an adventure gamer point of view. I recall games like Deus Ex, Hitman or Thief and, of course RPGs like Elder Scrolls or Gothic. In those games, you didn't play in a straight line, you played levels that could be addressed in many ways and the enemies have to be there at all time, since they could cover a more extensive part of the level. That way, the gameplay was way richer, since you could lure enemies into traps, make them believe you where somewhere and then enter from another entrance, etc. You also had to be careful not to raise too much alarm, since that could alert more enemies at the same time.
Maybe it was not perfect, but the gameplay was very rich thanks to this system.
Now, look at most games of today, enemies are totally stupid, because their A.I. is only designed to work in a single room. And it shows. You know, I've been playing games for long, I can see the tricks and they are becoming very, very old. I'm kind of tired of doors or whatever closed behind me so I don't leave the battleground, or doors or whatever suddenly opening in front of me because I killed all the enemies. Oh!, this door was closed, but now that everyone is dead it has magically opened. Red Faction Armageddon, for instance, has a counter that kills you if you leave an area before killing all the enemies (WTF!).
And then you also see the stupidest things. In Dead Space 2, you cannot shoot through open doors that enemies cannot pass through, your bullets just don't harm them, you have to be in the same room to kill them. And when you leave a room, all the enemies forget about you and walk back to their hideouts waiting for you to appear again, even if you are looking at them from the other side of an open door! In Alpha Protocol, doors magically close behind you, and you cannot reopen them again. And, at many moments, you can see enemies span to the game world from thin air, because they were not ready to appear when you reached.
In summary, checkpoints transforms the game worlds into smaller zones that the developers can manage better, while gameplay is simplified for the players. Good for developers, bad for players.