Like RangerX mention in his answer
in post 3, its up to the developer. Anyway i throw my thoughts about the hole annoying issue in:
The impossibility to copy your savegame away from your system is a problem for several reasons:
* People owning multiple PS3 are not able to play the Single Player campaign consecutive on changing systems. That means, if you happen to own a PS3 at work, at your girlfriends mansion and at home, which a surprisingly high amount of people actually do, you are bound to play the single player campaign at one location only OR do the whole thing twice or more with separated savegames.
* Hard Disks fail. This has been an issue for PC systems and every other device that contains any sort of storage device. This is especially true for mechanical devices, which are used in every single PS3 model released by now. So, what happens if your hard disk fail? All your savegames are gone forever and if youre not really into IT forensics, theres a good chance you wont see a single byte of those ever again. Say Goodbye to your Dragons Age char youve built in the 50 hours of your life you invested to play the game.
Now, there must be a catch why developers are setting their saves to a "locked" state, where you are not able to copy this savegame, right? There are several possibilites:
* To prevent obtaining
trophies without playing the game
Refutation: Trophies are bound to the PSN account. You cannot copy a savegame from user A (with PSN account a) to user B (with PSN account b) and obtain trophies with user B (with PSN account b). This feature is already in place. There is no need to prevent to copy the savegame itself. For reference see all the great games like Burnout Paradise, Ratchet and Clank, Uncharted 2, Dead Space, Little Big Planet and many more.
* To prevent
cheating by savegame manipulation as seen in the lousy implementation of Call of Duty: Modern Warfare.
Refutation: As I mentioned before, this should really not be an issue that is addressed by locking the savegame, but by implementing server-side checks of the client configuration value, as every more or less professional multiplayer shooter on the PC plattform did 10 years ago. If this is the reason, patch it and unlock the freaking savegame.
* To prevent
spreading of a "better" savegame
Refutation: As multiplayer stats are stored server side, the savegame is only relevant for single player play. Personally, I happen to think that people should decide by themself, whether they want to play a game from A-Z by themself or get along quicker by cheating or using someone others savegame. As long as this doesnt affect anyone else by granting a higher rank or other advantages in multiplayer, no one should really care what someone else does with a game he paid for. However, even this issue should be dealt with by binding the savegame to the PSN account as LBP for example seems to do, but not locking the savegame and preventing it from being copied to another storage device.
* To prevent
multiplayer statistics from being manipulated
Refutation: As with the second point, this shouldnt really be a problem that exists in a professional product nowadays and Im pretty confident, that developers are smart enough to keep all statistics neat and tidy on the server side. Due to this fact, the savegame should not affect the multiplayer part of the game in any competition-relevant way. The savegame does probably store your preferences for multiplayer games, like voice volume and so on, but I think we can deal with that...
So again:
There is currently no reason why the lock of the savegame should not be revoked as soon as possible. This is currently an annoying issue for a lot of people that would just like to play the SP campaign without hassles.
So please, bringt out a minor patch, revoke the lock (see for example Motorstorm 2) and everyone will be just fine. Its a minor tweak that would help a lot. So if there is actually no reason why this shouldnt be done, lets just do it.