Hm... "Save scumming", eh? Well, okay. I've been meaning to vent about this for a while anyway. I've never cared for the concept, to be honest. It feels like it was coined by some elitist so he could brag about how seldom he saved a game compared to someone else because he wanted to feel superior, and then it caught-on as a real controversy; probably because it was a slow post day or something. Let me ask you a quick question: If you and I beat the same game; you saved 5 times, I saved 50 times; did I cheapen, or otherwise defeat the challenge of the game? I would argue that no, I did not. Some people talk about save scumming like it adds bullet time into a game, like I'm able to save at every frame of a battle and then rewind to just before I took a hit so that I can avoid it. They take to arguing against letting players save anywhere with the same fervor that they will argue that a TAS speedrun is "cheating" and "doesn't count". That's a debate for a different topic, though.
I think this ultimately boils down to one simple question: What is challenge? The reason I feel that "save scumming" is a flawed sentiment is because it's based on the same faulty logic that has people referring to an MMO quest with a low drop rate as "hard". Simply put, time is not challenge. Certainly time is limited, I can only sit here and play a game for so many hours until I have to sleep or go to work or eat. However, while it's understandable that an item with a low drop rate is "hard" to get, it's not challenging to get it. It's just a matter of a roll of the dice. Rolling dice isn't hard. I can sit here and roll a d20 all night and get plenty of 20s. Maybe I'll get the occasional two or three 20s in a row, but let me ask you this: Does that make me a better dice roller than another guy who never gets multiple 20s in a row? No! Of course it doesn't, we're just dropping a chunk of plastic on the table.
So where am I going with this? Well, as I said before, time isn't challenge. At its worst, save scumming can only really be said to be cutting the time out of a game. Okay, but what about that speech challenge that I "save scummed"? I only had enough points into my speech skill to get that challenge to a 10% completion rate, and since I saved before the conversation, I was able to reload and repeat until I succeeded anyway. I rendered the entire point of the speech skill useless because even a 1% chance will eventually succeed. Well, you're right, the speech skill was rendered completely useless. Let me ask you this though: Did I render the speech skill worthless by save scumming through the conversation, or did the developer render the speech skill worthless by implementing it in a way that completely removes player agency? Let me ask a follow-up question: If the developer "fixed" this problem by removing my ability to manually save, and then sets the game up to auto-save when speech selections are chosen, has the speech skill been fixed so that it's useful, or will players just avoid the speech skill entirely since the skill points spent in it can be potentially wasted even when the skill is maxed and you still fail speech challenges due to poor dice rolls?
The answer? Removing save scumming didn't fix the problem, it just introduced another problem; or rather, the problem stayed the same. The speech skill (in both scenarios) is useless. Removing save scumming from games doesn't make them "harder", it just makes them more time consuming at best, and can break the game (or reveal how they're broken) at the worst. If a game has a mechanic that can be "beaten" by save scumming through it, the answer isn't to remove the player's ability to save, the answer is to fix the broken mechanic. Forcing checkpoint-only saving is basically a cover for lazy game design.