Excuse Me, Your Cut Scene is In My Game
Via GameSetWatch, an interesting critique of game cut scenes at the blog ItBurns. He compares and contrasts several games and their use of story, gameplay, and in-game movies (with video) to get across his point. "Splinter Cell takes a more simulative approach to many of the character interactions that occur in the game. In the next clip, Sam Fisher grabs his target, Sadono, from behind and places a gun at his temple. Using Sadono as a shield, Fisher backs towards the door and forces Sadono's head into the retinal scanner to open the lock. Fisher continues through the doorway towards the roof, interrogating Sadono as they walk to the waiting helicopter for extraction. At no time during this sequence does the player relinquish control."
I respectfully disagree. Several games that do not relinquish control, but restrict actions, during a "cut scene" are annoying. For instance Gears of War while you are on the radio. All it does is make you walk really slow. I found that slow walk terribly annoying for some reason. In Half Life, they stand in front of the doorway until they are done talking, also pretty annoying if you had already heard it or didn't care to hear it the first time. For me, I'd rather not have control instead of still being in control of a useless character.
I don't know why, but I'm still in control, I'm still in an action mindset and I'm more likely to miss the parts of the story the game wanted to get to me.