Re: @ Ragarath
@AC - 13:48 - "And there are many games where a player might want to try different tactics but limited savepoints and limited spawnpoints make experimentation too painful."
Exactly. Take FFXIII, for example. Not an overly hard game and, like most FFs pretty much on rails but the simple change of allowing you to replay any battle actually increased the enjoyment and, in some instances, the difficulty.
Why? Because, like many RPGs where you 'level-up', you can just grind until you are a sufficient level and blast through an area that might have been giving you trouble. There's no difficulty there - you just grind easier enemies until you're powerful enough. It also stalls the story as in some 'difficult' RPGs, you may need to go back and grind for several hours just to be able to avoid being 1HKO'd in a new area.
Where's the fun, or indeed the challenge there?
FFXIII's mechanic meant that you could go through and, when reaching a tough enemy or area, work to improve your tactics rather than just go back and mindlessly grind.
In some RPGs, you might spend an hour in a 'dungeon' only to get to the end and be overwhelmed by the boss, putting you back at the start. Most people will try again but after failing a second time will go back and grind a bit until their characters are stronger.
The point is that that approach took no skill; it's the equivalent of being beaten in a fight and then coming back with ten mates.
FFXIII allows a different, more satisfying approach, which is to figure out the optimal strategy to bring down a boss or enemy that would otherwise be beyond your level.
The same goes for many games with more liberal save points.
Difficulty is one thing; a grind is another.