Game Breakers
1up is running a feature looking at some not-so-fun design decisions that have been made in games over the years. "Innovations" like pits, spawn points, and long FMV sequences are just some of the choices they take to task here. From the article: "Rumor has it that videogames are not, in fact, movies. This might seem obvious to anyone who plays them, but the entertainment industry — and even a few game designers — have yet to comprehend this. Developers like Metal Gear's Hideo Kojima insist on cramming their games with cut-scenes that are often inscrutable, occasionally entertaining, and almost never interactive. Sometimes, you can't even press the Start button to skip them."
If you want to see how cutscenes should be done, play through Half Life 2 and HL2: Episode One. Pay attention to the commentary in EP1. They addresss how they specifically create "live" cutscenes at several commentary points.
One example is early in EP1. As you approach a T intersection from the south, they have a lone soldier firing at you far off to the right. You can easily pick him off, but then your attention is forced to the right side hallway and a realtime event: a gunship in its final throes, banging into the walls and crashing before exploding. Bam, there's your cutscene, entirely done without even removing control from the player.
ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
Obliteracy: Words with explosions