@ProkyBrambora:
Autosave systems are IMHO always “badly” designed. They are a mechanical things that work in some standard, one-size-fits all way. As such, they’re never good fits for most situations. Further, the fewer times autosaves happen (as in based on widely separated checkpoints), the more progress is lost between them. OTOH, the more frequent the autosaves, the more computer assets are tied up dealing with the save file instead of running the game itself.
I also believe that it will be difficult, if not impossible, to make an autosave system “well-timed” in a “living world” type setting where NPCs are all doing their own things all the time. It’s relatively easy if the NPCs only “exist” when interacting with the player, but when they’re all running around interacting with each other constantly, there’s no way to predict when and where “good” places to autosave with them might be.
In development right now is a “low fantasy/realistic” game called Sui Generis and its prequel/tech demo Exanima. This game claims to have an up-to-the-second autosave and that’s all. Normally, I wouldn’t play such a game, no matter how good the rest of it was, because of this (you can no doubt tell I’m fundamentally opposed to not allowing players to save at will :D) . However, in this case, your character can come back from the dead, which makes him unique in the game world and a lot of the story is built around this ability. This is intriguing enough for me to enjoy this game. But KCD is set in the same world we live in, where permadeath always applies. So this system won’t work for it.