There was a time, when F5 key for Quick-save was common in PC games.
Together with Quick-load, it worked very fast, no need for info-screens, it just worked in milli-seconds and allowed gameplay styles completely forgotten or newer experienced by console gamers who are keen to their save-point system.
Baldur's Gate best feature. Allows you to test all variations of the game, every encounter, so much potential, so much possibilty you could just explore, rewind, explore, rewind.
One of the best, and most under-utilised features of Half-Life, to name one of many. Made clearing a room an entertaining exercise in how few crowbars/bullets/rockets can you use...
quicksave/quickload encourages bad game design. Look at games with save anywhere abilities that include elements of chance like Skyrim and Fallout. So you are able to pickpocket and use charm in these games but because you can save anywhere does anyone ever live with the chance these things fail?
Of course not they just try>reload>try>reload>try>succeed. Making that whole skill set pointless and the mechanic pointless
not offering quick-save is bad game design. a game should be about fun. nowadays it's often more about work (boring grinding gameplay, save-points were you have to play the same passage several times again... oh what great game design - not). with current gen-consoles there is no single technical reason not offer quick-save & load. and for driving games, the quick-playback feature introduced by Codemaster in GRID should nowadays be common, but sadly is not.
Together with Quick-load, it worked very fast, no need for info-screens, it just worked in milli-seconds and allowed gameplay styles completely forgotten or newer experienced by console gamers who are keen to their save-point system.