Being "pressed up to put up with the outcome" and providing "more tense gameplay" is just another way of saying that it makes the game more difficult
That's not correct - the difficulty remains the same, what goes up are the stakes. In addition it makes decision making on part of the player much more important.
The difficulty does go up in a particular way, at least in practical terms: the ability to remain consistent is tested. You correctly note that limited saving raises the importance of player decision making. When the player is required to consistently make good decisions and mistakes aren't allowed, the overall difficulty increases. In many cases it's easy to make a good decision once, in one particular situation. It's hard to continuously make good decisions across a broad variety of situations. This is very noticeable in roguelikes.
In action games this is even more noticeable. Let's examine Bad Sector's take:
Even in games that rely on player skill, like a platformer, you can either perform the control combinations in the expected time sequences to pass the obstructions (e.g. jump over a large gap by run+jump at the right position) or you cannot. After you have demonstrated (to the game) your ability to do that there isn't a reason to put the player in a position where they have to repeat something they've already demonstrated their ability to overcome just so that there game's length and difficulty can be artificially increased. This is why i call relying on implementation details like the savesystem a sign of bad design: even in the case of player skill based games, the game should introduce something different and more challenging for the player to overcome instead of using the repetition introduced by a limited (intentionally broken) save system.
It is very possible that a player might succeed at a difficult encounter or platforming segment once, by the skin of his teeth, but be hard pressed to do it again. Anybody who has attempted to master a skill should know that true mastery consists not in being able to do something well once, but in being able to do it well every time. The game is calling on you not to succeed once and be done with it, but to be able to succeed consistently. That's the point of no quickload, permadeath systems. It is neither padding nor "artificial" difficulty, but an intentional design paradigm intended to push the player toward mastery.
Roguelikes restricting saving is IMO an arbitrary decision that isn't necessary exactly because the world is randomly generated you do not gain much from being able to load. Many roguelikes do allow saving and loading - either by default or by an explicit game mode - and people play them just fine.
See the above. Inability to quickload is core to the roguelike genre. It forces to master all parts of the game. As stated above, "master" does not mean succeed once, it means succeed consistently. Just because some roguelike developers add a cheat mode for unabashed savescummers doesn't mean that they aren't designed around principles of consequence persistence and mastery.
Additionally, precisely because of the RNG world and the varied situations it spawns, quickload would completely neuter one of the core skills of roguelikes: tactical analysis. A good roguelike player must be able to examine any situation and decide where to position, which enemies to prioritize, which abilities or spells to use, whether a consumable is necessary, whether an equipment swap is necessary, or if he should simply flee. With quickload, if the player makes a costly mistake in one of these areas, he may simply try again. He need not learn how to properly analyze anything at all because he can just try each method in turn, immediately, consequence-free. He could even try the same risky tactic repeatedly until it succeeds through RNG.
In general, IMO, if a game's difficulty can be defeated by the game running under an emulator with savestates (assuming one exists) then the game wasn't that challenging in the first place and relied on gimmicks for artificially increasing its perceived difficulty.
Absolutely ridiculous. When I was young I played Mega Man X for the first time on an emulator. I discovered save states and used them extensively in a boss fight. Here's what I would do: everytime I managed to get in a hit without taking damage, I would quicksave. If I got hit, I would quickload. Needless to say, it trivialized the whole affair. I was not required to be skillful, to truly understand the mechanics of the fight. If I could get in one clean hit, then that's what "counted" thanks to save states, even if that clean hit only came after a dozen failed attempts.
So does that mean the game wasn't difficult? No, of course it was difficult. I resorted to save states precisely because I was too unskilled to beat it the intended way. Was it relying on gimmicks or "artificial" difficulty? No, it was just a tough fight because it called on me to be precise, consistent, and a good decision maker. In many action games there are encounters that are difficult even if you know them like the back of your hand simply because of the consistency required.
after all, if you mess up you can just rewind a little bit and do something different!
And there is nothing wrong with that, the game's rules should not be so easily defeated by an implementation detail like the savesystem, especially in genres like RPGs where your character's statistics (which are part of the game's rules and state) are supposed to be more important than the player's abilities (e.g. a character can either pass a skill check or they cannot, being able to saving shouldn't affect this - even if there is a randomness element by making the random number generator's state part of the game state).
RPGs have always called on the player's actual abilities for tactical and strategic decision-making. Just because physical prowess and social aptitude are abstracted away to character statistics doesn't mean that RPGs don't or shouldn't test actual player skill. By your logic even combat decision making should be handled by AI and character stats and the player can just have a tepid, challenge-free CYOA experience.
You also completely fail to acknowledge the game design limitations that arise from the presence of quickload. See the rusty's post from earlier:
being able to save and load anywhere gets rid of any consequences to your choices, it's antithetical to the RPG genre. Roguelikes are the closest thing that exists to tabletop RPGs.
When people talk about permadeath, they talk about us three being mean. 'Oh, they wanted to make it extra hard, so they threw in permadeath.' … permadeath is an example of 'consequence persistence.' … Do I read this scroll, do I drink this potion? I don't know. It might be good. It might be bad. If I can save the game and then drink the potion and—oh, it's bad-then I restore the game and I don't drink the potion. That entire game mechanic just completely goes away. So that was a whole reason why once you have taken an action and a consequence has happened, there's no way to go back and undo it.
…
The good stuff is just as permanent as the bad stuff.
Traps and unidentified items are prominent features of tabletop and roguelikes. They can have immediate negative consequences and require the party to work around them. In a game with quickload, however, they serve no purpose whatsoever. As the developer says above, permadeath (or limited saving) enables game mechanics with actual consequences which quickload invalidates.
But this applies to other genres too: in an adventure game you can either solve the puzzle or not.
Deterministic puzzles are completely different than all the other genres we've been discussing. In this one case, you are right. Once you've solved the puzzle once, there's nothing left to test for. It should be obvious that the same does not necessarily go for games with real-time and/or RNG elements since those require consistency across ever changing game states.
Once again I am forced to reject the idea that save systems are simply an "implementation detail" and not a core part of a game's rules. It is the rule of roguelikes that you must bear the consequences of your mistakes. It is the rule of arcade games that you have a limited number of lives, forcing the player to develop consistent skill in order to succeed. It is the rule of Dark Souls that when you die you lose resources and must retread your steps, again testing the player for consistency.
In like manner it is the rule of most CRPGs that you may return to any point you wish at any time, negating all consequences and avoiding the need for consistent player skill. For all the CYOAers out there, that's fine. For those of us who want an actual game, that rule is detrimental.
Now, I do think people should be able to play however they like but as a developer it makes me wonder why should I even make a system like traps and disable device when everyone is just going to bypass it with save scumming?
After reading through this thread, I think the best saving option I’ll implement for my next title will just be tying the save system to a difficulty option. Hard mode you can only save at inn, normal you can save in town and campsites found in the wilderness and easy mode you can save anywhere.
Perfect example of what I've been saying, thank you. I don't know if the engine you're using can support it, but I still advocate a persistent autosave with no quickload like in Dark Souls. It enables permanent consequences without permadeath.