Demon of the Well
Heh, well, I like to play heroically (read: stupidly / recklessly) as well, but I also go through the majority of maps without saving, precisely because I do like the feel of the higher stakes, and also because I think you can ultimately end up in some very interesting scenarios over the course of a map if you don't save (e.g. you don't repeat fights until you get a clean outcome or don't load a save right after just barely making it through a trap so that you can come through it mostly unscathed). I reckon a lot of it hinges on the player's attitudes about death. Being killed is a natural part of the game I generally don't feel resentment towards--indeed, I'm probably more liable to be critical of a map that I feel doesn't make any serious attempts on my life than I am of one that sends me to the grave many times over--and so I generally don't feel the need to play like my marine is made of glass (though it IS nice to occasionally encounter maps that are aesthetically oppressive enough that they sort of psychologically compel one to play that way). Don't get me wrong, I like to win, but I generally find it more satisfying and more fun to win while playing loose/brashly than I do playing very slowly and conservatively.
I think it is also down to how you enjoy playing the game. Not saving makes it quite a tense experience where you have to play quite conservatively and I can see the appeal of that, but I like to rush around recklessly like rambo spraying bullets (and consequently eating them).
I think it would be good to score not only the number of saves, but also the number of deaths. In fact that would be a more useful number for me.
Anyway, my point was that no saving + risky playstyle are not necessarily mutually exclusive, and indeed they make quite a compelling team. The price is, of course, that you've inevitably got to be willing to accept with aplomb a few (sometimes more than a few) real deaths at times, as opposed to essentially consequence-free ones that can be erased moments later. Granted, not everyone has the time or patience to spend too long with any particular map, and for those folks, the save function is a real boon. Not that I'm categorically opposed to the save function, mind, since I too have limits on my time (if not my patience)--I think when the DWMC played Stardate 20X6 I used one save in map 05 and a couple to help me clear map 07 without spending hours and hours and hours on them. Map 06, though, I used no saves in....sure, it killed me several times, but I was enjoying that particular map so much I didn't mind repeating earlier portions after each death, which I suppose is a whole other facet to the issue of how people use saves. I can certainly see the sense in saving more frequently to help you make it through a map you aren't having any fun with in a more timely fashion, for instance (the completist in me largely discounting the possibility of simply skipping/not finishing the map, of course.....).