<blockquote>Scyra said: Have you by chance played Darkest Dungeon? It's not a full RPG, but attempts and succeeds at its aim of giving you "the dungeon crawl" experience. That is, (and there's no saving, by the way) you assemble your party, purchase what supplies you think you will need, and then you are IN IT. And things can go badly</blockquote>
Wow, that sounds as far from a game that I would want to play as you can get. ;-)
I might have played it and enjoyed it as a teenager or during my university years... but being in my 40s, married, working full-time, and a father of two (ages 5 and 7) this sort of thing is incredibly unappealing to me. Time for gaming can be pretty scarce, so I don't want to spend it replaying the same segments over and over again (Dark Souls). Nor am I willing to put up with a lack of expected conveniences, such as pausing or a fairly liberal save system. Not having those features doesn't make the game more challenging for me, it makes it completely unplayable. It's rare that I can find even 2 hours of uninterrupted gaming time. Most of my gaming time these days is actually during my 45-minute train rides to and from work -- which is why the Nintendo Switch is the perfect game console for me (I'd say I use it as a portable aabout 3/4 of the time). I'm actually just playing Skyrimnow for the first time; I did buy it on Steam during a sale quite some time ago, but only got about 2-3 hours in. On the Switch, I can finally play it.
Anyway, steering this back to the actual topic of this thread... Making save game systems more restrictive in order to reduce the potential for exploits (or to make the game more challenging) tends to have the side effect of making the game less accessible and more inconvenient to play. And you also need to be much more rigorous in ensuring that the game cannot get into an invalid or unwinnable state.
If you're specifically targeting a hardcore audience that thrives on overcoming difficult challenges, then you can be less concerned with accessibility or convenience. But this is also a target audience that is extremely critical and difficult to please. If the rest of your game isn't impeccably designed and well polished, they'll tear it apart. So be aware of that.
In the end, I suppose you have to ask if the restrictions on saving make the game more enjoyable for players or if they are just a band-aid over easily exploitable game designs.
Game mechanics that are highly random and unpredictable naturally lead to abuse of a flexible save/load system. Mechanics that are more deterministic or where the outcome can be more easily predicted don't encourage that behaviour the same way. And mechanics where failure yields a more complicated/difficult but not impossible path can actively discourage players from reloading (or at least make the decision a meaningful one).