Save model is part of game design, and models that work well in one game would be terrible in others.
>arcades save high scores, but a lot of modern games are pay-to-save
>passwords are saves that let you cheat
>only one save point is good for dungeon crawlers and games that keep returning to a central hub like PSO
>Roguelike/Iron Man saving is generally cool, but for games where you come back to life it can just make things tedious
>DQ has save points at kings/churches only, FF puts save points in dungeons; up to you which one's better DQ
>most Falcom games let you save anywhere outside of combat, but since I'm a shameless fanboy this doesn't feel cheap
>old Resident Evil saving was bullshit but it reinforced the survival aspect
I've beaten LttP and FFIV without saving before (and in Zelda's case it was a 100% run). It's soul-draining when going through it, but feels damn good when you finish.