While the risk is relatively low, it is not non-existent.
A hacker could intercept the save file, say stored in an off site server, and inject new data into the save file. Because of the way BinaryFormatter works, that data could be unwittingly used to embed viruses or trojans onto the system decoding the save file. Perhaps a keylogger that might then intercept keystrokes to get passwords… a virus to disrupt the machine… a back door to allow hackers to gain entry to the system and steal data…
For single player games where the save file never leaves the player’s system, this risk is so trivial, that it could be considered non-existent. The circle of trust is very small (that player computer), the file is never sent out onto the interwebs, and any malicious program that would be able to locate the file in the first place has already infected your system!!!.
For multi-player games, or games that use cloud storage, the risk is much more significant. The good news is that by the time you’re ready to code cloud storage into your game, it’s likely you’ll understand my tutorial quite easily.