Sennz0r said:
The problem with this however, would be that because game designers know that most players just save all the time to avoid great penalties when dying, they make the game harder to play in response to this, by adding insanely high critical hits or powerful traps. This will force the ones that wish to challenge themselves and not quicksave all the time into quicksaving all the time, because the higher difficulty almost makes the game impossible to play without all these saves. There's an article about this on this site, it has a point and I think game designers should look into this. I was never a fan of saving around every little corner, so when I went from a decent old RPG to one that inserted random ubertraps that killed me in one hit I was kinda fucked. I'd like to be able to play a game through that is challenging but doesn't force me to save so much, it sort of ruins the atmosphere.
I don't find that to be true at all. Never once have I played a game and said "Man, this game was designed JUST BECAUSE of autosave" nor have I heard any devs talk about this. Besides, there is absolutely nothing stopping you from not autosaving every 15 seconds. If a game is too hard for you then you're probably playing on a difficulty that is too hard for you. Autosaving doesn't make a game easier, it just means the downtime from making a terrible mistake is less.
It's very bad game design to try to extend the length of a game by having a player play through the same 30 minutes of game he just played through because he didn't realize he was supposed to rush his way through a closing door. Stuff like that is only appropriate in racing games and RTS's... not RPG's and FPS's.
It's also very bad game design to have designated save points. This, again, artificially extends the length of the game by having a player stick around a save point to 'grind away' on the monsters around it (A-La FF7-10) in an attempt to be strong enough to beat the boss at the end of the dungeon.
Again, if you as a player find that you have to save every 15 seconds to succeed... that's user error. I've never, in my 16 some year gaming history, ever had to save frequently while playing games (with the only exception being Baldurs Gate while doing a solo character challenge).
Of course, this all depends on how the game is made. An action-rpg requires a solid save feature which should either be inspired by the save system found in Diablo (as done with TQ) or the saving system found in games like Morrowind. In a JRPG, it's better to have certain spots you can save >as well as< the ability to save on other places, like the world map, similar to what is found in the FF series... except with an intelligent system.
Very rarely is the save point system actually a good design. More often than not save systems like that make people stop playing a game mainly because people get tired of playing through 30 minutes of the same content over... and over... and over again.