I read this thread because I wanted to dispel some of my ignorance about some of these Xbox 360 games. I guess you could say that a lot of games make tradeoffs.
Some of the first PC shooters I played were what was called corridor shooters in that you had a much more narrow frame of view with essentially cheap walls taking up a large proportion of the rendered area of your monitor. Your general Wolf3d, Blake Stone etc. This was an artistic choice to maximise the best visuals from more limited resources.
Ever since the days of corridor shooters, developers have made tradeoffs between different artistic choices they could make and in the end much of this has been interpretted as technical differences when infact they are really the differences in artistic choices. The goal of a games designer is to make the tradeoffs they make transparent to the player and to make it seem like the choices they made are the natural fit for the game.
Since I recently played Uncharted 2 nearly to the end, one extremely obvious gameplay design element has to be that people cannot tranverse back the way they came. The game design is extremely linear and unidirectional. I lost track of the number of times I went to a certain area and the way back was cut off by some means. My guess is that is has something to do with their streaming system and how they optimised the game.