I disagree completely with this notion that save systems lie outside the ruleset of the game. Arcade games and roguelikes are two very obvious counterexamples. Their save systems are integral to their respective genres and the experience changes completely if you introduce quickloading. No longer would they be tense genres requiring true mastery of their systems to succeed. No more careful resource management, no more long-term consequences of any kind - after all, if you mess up you can just rewind a little bit and do something different!
There appear to be three factions in the pro-quicksave camp:
1) Those like mondblut who unapologetically savescum, negation of consequences and challenge be damned
2) Those like JarlFrank who don't savescum but wish to be able to screw around consequence-free
3) Those who have never heard of "save & quit" nor continuous autosaving
The third hardly needs to be addressed again. To the first and second, quicksave appears indispensable. The problem is that, as has already been demonstrated, the choice of quicksave influences design decisions, disincentivizing the creation of interesting consequences for failure and properly balanced systems. Likewise, outside of those belonging to faction 1, we all seem to agree that savescumming dulls the game experience. To those who argue that merely avoiding savescumming (aka using the quicksave system as it was designed) is sufficient, have another look at Sreggin Etah I's post from earlier in the thread:
Not to mention you can't soft-lock yourself in Dark Souls, but you can easily soft-lock yourself in a CRPG and having restart the game. Like i said before, i tried a non-savescum run of Icewind Dale and i runned out of money to revive my characters and had to restart the game. Not to mention all the tedious inventory management, just unplayable, so i gave up of Iron man run in Icewind Dale. And that's pretty much the experience with almost every CRPG: costs too much to revive your characters, you cannot farm gold easily as in a JRPG and sometimes the game do not even let you revive your characters until later on.
The ideal solution, then, seems obvious:
1) Save-continuously ("ironman") system as baseline
2) Game design and balance around said save system
3) Console-cheat to create save states, clearly marked as being outside the intended play experience
I think we all win with the above solution, except perhaps a hardliner who says that there should be absolutely no way to create save states within the game. The savescummers can still savescum. The jokers can still screw around. Most importantly, the developer is incentivized to design the game as a challenge, complete with functional systems and suboptimal outcomes.