dtgreene: (I also dislike how some players look down on frequent saving, particularly those in the "permadeath" crowd.)
I think this depends on the game. Nethack, for example, is not a complicated game that takes a long time to accomplish. Instead, permadeath is part of the fun of the game. Not for the challenge, but for the new beginning, and the punishment for doing something really stupid, because that's why people die in nethack, and it shows you how stupid everyone really is, because that's what the game preys on to win against the human: our greed, stupidity, etc. It's quite a humbling game once you understand it, but also quite fun.
Permadeath is certainly something to cater to shorter games with less investment into a character, run, etc. It's got a world record of 1 hour my most recent googling suggests, and there's no magic sequence breaking tricks or things like that.
Contrast that with minecraft, where an update pretty much forcse you to restart your randomly generated world. For shame. They could do some sort of "Frozen in time" thing or something and provide portals to "the current world" or something. Or an easier way to get to unexplored territory.
dtgreene: I hate it when games don't give the player control over saving.
MareSerenitis: So much this.
This also goes for gating 'interesting' content behind less interesting things, or forcing the player to perform repeated repetetive tasks (aka 'grinding').
Any game that does not respect your time, is not worth your time.
Like minigames? yeah, we have another thread going for that one.
Though, for grinding, I'm not sure i agree. There's certainly an addiction angle to it, but it should be reasonable. Monster hunter seems to have found the sweet spot, while final fantasy 15 comrades' lohengrins have found the point of frustration.