Disclaimer: when I mentioned Thief, I meant "
The Dark Project". What I said does not apply to the most recent one! Sorry, I should have been more precise! Publishers should abandon the bad habit of recycling names, imo. It's too easy to confuse them!
Ivory&Gold: ...The old Serious Sam games...
I played the First encounter recently: that game is great! And yes, I know what you mean because I regretted quicksaving a few times... you THINK you're safe so you save, but then you discover you were very, VERY wrong! :)
Ivory&Gold: I'm also a believer in the maxim that if replaying a section of a game is so abhorrent, playing it for the first time can't have been all that much fun either. I play games to play them, not to finish them. I don't mind replaying a 30 minutes battle against the tactics version of Irenicus at all. That's fun, it doesn't magically cease to be that way after one try. Quite the opposite: I love having to adapt my tactics.
True, but I was referring to non-tactical games were more often than not there the AI will not no change its behavior... for example, imagine Painkiller without checkpoints! (shivers) Or, just as you said, that moment in GTA.
Nirth: Between those two I don't see much difference. If you had said at tops 5 to 10 minutes play time of when there's no challenge and you know where to go it makes a difference but it also makes it moot, why bother with a long transport distance for no purpose at all? So the choice of being able to save anywhere is preferable to no choice at all. I suppose the best would be to have the choice to turn off it on or just like many games offer to turn on and off auto saves.
There is a consistent difference: Volgarr has a checkpoint every half level and was made to be "speedrunned"- the challenge stays precisely in finishing it as fast as possible in one shot. After a few tries you know where to go, so the path seems nothing new, but when you try to improve your run you'll have to change your approach to every level more than once, hence the great replayability. Levels are much shorter than 10 minutes, anyway!
Another good -and different- example could be Hitman: if you lose, you have to do everything from the beginning, and always find a way to overcome the unexpected. Once you do it right, every mission will last just a few minutes, but the sense of accomplishment after the success of a perfect plan is unique!
Then you have other games, like Bioshock Infinite, where you have to change almost nothing from playtrough to playtrough, so repeating the same sections with predictable outcomes can be very tedious.
That's just my opinion, though, I do not pretend to hold the truth! :)