I'm like Maia in that I tend to save a lot. I think that's partly due to Adventure games, but also using programs like Photoshop.
What ticks me off is when people complain about "saving too often." Some gamers -- and game developers -- like to say that preventing saves (i.e. using save points) increases tension. Well, yeah, it does, but not a good way.
I believe Cracked.com said it best in their
"7 Commandments All Video Games Should Obey" article when stating:
"This is a throwback to the arcade/NES days when physical limitations in the system wouldn't allow you to save your progress just anywhere. There is no reason for this now. None. We're busy. We've got work, appointments, phone calls. We shouldn't tolerate an inability to save our progress in any piece of software.
Half Life 2 did this perfectly--it auto-saved every few minutes, behind the scenes. You didn't have to worry about it and you didn't have to re-fight enemies you had already defeated.
There are people who say that preventing saves adds to the "tension" of the game. Sure, in the sense that the fact that your 360 could catch on fire at any moment also adds to the tension. Face it, if the only way you can think of to add suspense to your game is to disable a feature of the hardware, then you suck at making games."
Cracked is mostly referring to console gaming and as such, fails to mention PC games. The original
King's Quest was released in 1984 and was admittedly less technologically advanced than most gaming consoles, including the original NES. KQ1 allowed the player to save ANYWHERE. True, it required making a "save game diskette" which was annoying, but it still allowed it.
Even if you let the NES, SNES and Genesis slide due to limitations in their hardware, what's the excuse of later consoles? The PS1 and PS2 used save game cards, but still mostly failed to take advantage of them as save points were still used.
The current crop of consoles (the PS3, Xbox 360 and Wii) have no excuse at all. All three have hard drives and as such, should allow the player to save whenever he or she wants to, without resorting to old fashioned save points.
If KQ1 could do it, why can't games designed for far more advanced consoles do the same 25 years later?