I've found both of these articles to be quite resonant and enjoyed them both greatly. I generally agree with the sentiments whole-heartedly, finding the tension and drama in a game is reduced when you have as many "do overs" as you want. Sure, some might say that the player can always opt not to use the quicksave, but when the option is there, saying no is really, really difficult. Upon completing both of these articles, I find myself agreeing that a less flexible save system would usually improve gameplay.
But then I remember playing FarCry. The original release of FarCry had only a checkpoint save system. For the majority of the game, this was fine, it heightened tension, etc. It led to a few annoying replays, but nothing I couldn't handle. Then came the very final area of the game. It was the part set into the volcano caldera, filled with those hulking, nearly unkillable giant baddies. Just before this area, you were able to get loaded to bear at a armory, so one couldn't have been more prepared. The areas was quite large, the enemies quite plentiful and you had to kill every last one before you could continue (IIRC).
I played that area for something like six or seven hours straight, dying time after time after time. Near the end, I was nearly blind with rage and frustration. It wasn't fun, it wasn't challenging, it wasn't tense. It was insulting. But I'd spent some 20+ hours getting to that point, so I didn't want to just stop so close to the end. I swore that as soon as I finished the game, I'd uninstall it and never play it again.
And that's exactly what happened. I finally gave up that night (it was probably closer to dawn), but after about three more hours the next morning, I finished that area and the game, watched the ending and uninstalled the game forever. What had been a relatively impressive game up to that point was completely and utterly ruined.
I think this is the danger that many developers face when choosing their save system. Providing an unlimited quicksave might slightly annoy a few people, but nobody is really going to take major issue with it. The converse is not true, however. Forcing players to perform the same task over and over and over can quickly build frustration and hostility, which really shouldn't be what the developers are going for. A overly flexible save system isn't going to harm your game much (if at all), but an overly rigid one could very well kill it.
Maybe the problem is that we're looking for a "one size fits all" solution that doesn't really exist. I can't imagine many people think Resident Evil would have been a better, more terrifying game if you could save whenever you wanted. But FarCry, for example, could have been redeemed for me if they have offered in-game saves or more prolific checkpoints. Maybe the save/death mechanism needs to be more strongly examined as a design feature, especially in terms of the effects it will have upon gameplay. But what's for sure is I still haven't touched FarCry since, and probably never will.