There is one thing for sure, I want to be able to have multiple savepoints of my own. It's important for me to be able to set a turning point from where I have the choice of taking a path I am not sure of and eventually return to it and, perhaps, decide to go for the other(s) possibility(s), or just have the freedom to have fun and do whatever entertains me at the moment.
I think that it is possible to design the game a way that you can't really "cheat" with saves
* (or do it without paying the cost someway -by breaking the fun mostly-), and this "tension" of irretrievability isn't something I for one am expecting in a single player game. The difficulty takes a different path in my opinion, as the overall experience.
Some have already mentionned that kind of things, but there is no real interest in forcing the player to undergo those constraints in a single player experience, as it belongs to anybody to choose the way he plays as it doesn't affect anyone else in this case. Again, if the game is well designed, we would certainly feel as much if not even more achievement in overcoming a challenge we had to persist and improve ourselves to succeed than having to suffer a penalty and go ahead. It is part of the pleasure to explore too.
That said, I would be pleased by the possiblity of a kind of "hardcore mode" in parallel, that allows this permanent death setting (I like the time setback one too, pretty much like in Fallout), and as such I agree with this

:
SniperHF wrote:Make it a laundry list of difficulty options
*For example, you can simply imagine that your skills doesn't only determine your chance to succeed on something, but also if you are basically able to do it in the first place. Take one of the most common cases which is stealing. If you're an average thief, you would have a better chance to steal careless people while it will be harder with others, but you shouldn't be able to have even a chance to steal something with a much higher level of security, because your character just can't technically implement the adequate dexterity for that.
What will change the world in the first place is not what we will do, but what we will refuse to do yet...