Halo Fanboy said:
In Guilty Gear if you commit to a move and want to take it back you have to use a roman cancle which cost meter. The precedent for taking back previous movements for a cost is already set.
And saving is a game mechanic. Moderating your amount of saves can contribute to a game's complexity in the same way you monitor health, lives, points till next extend ect.
Saving
is technically a game mechanic but only in the most loose and strict terms (it's a part of the
game but not nessercarily a part of the
gameplay, there is a huge difference).
The original AVP limited the number of saves you had depending on difficulty (Director's cut only gave you two saves for the entire level) and, with issues such as infinately respawning enemies who move around faster than you can aim and have almost insta-kill acid blood, this made the higher difficulties unfair and irritating rather than 'more challanging' (you would have to keep playing the level over and over again from scratch and hope that trial and error helps you get through this time, as you can guess, this gets very boring and tedious very fast).
The 2010 AVP had Nightmare difficulty (where checkpoints are disabled, you die, you start
all over again) and I personality found that getting killed by being bled on by an alien right at the end of the level (given the difficulty this can mean you've been playing for a long time) can be absolutely irritating.
Allowing people to save anywhere allows players a 'saftey net' so to speak, players who want the extra risk and challange can simply choose not to save (if you wish to moderate your saves then it is your own decision) but players who need the help or wish to be adventurous can do so without being punished for innocent mistakes/exploring/experimenting.
Not everyone is in gaming for the challange, some people just want to relax and have fun (and having to replay the same nightmare segment for the 50th time because there are no checkpoints in between encounters isn't really fun for some).
About 'contributing to a game's complexity', the most memorable and fun games in the past have usually been the kind that are the simplest to pick up and learn to play (simple but effective). The more things you demand a player to keep track of in the metagame at the same time (so things such as health, ammo, saves, unit/ability cost/cooldown time etc.) the harder it usually is for the player to become immersed in a game.
Condemned was an absolutely fantastic game, the atmosphere was oppressive and menacing, the combat was viceral and fluent and it had some pretty interesting puzzles to boot. The horror of the game was present because of the atmosphere and tension, not because of the saves. The challange was there due to the way combat worked, not because of the saves.
You could not have improved the game or the experience of playing it by restricting my ability to save.