Nope. The attempt to be cinematic doesn't cause any such thing, the attempt to be "easy" does, as the article itself notes:
"Look at action-adventure climbing sections such as in Tomb Raider or Uncharted. There's usually a fixed path, but you're free to let go or jump in the wrong direction. Maybe you'll find a secret. More likely you'll die a hideous splattery death, but at least your fate is in your own hands. Compare that to the climbing from Enslaved, which doesn't even let you jump or fall off a ledge unless you're aimed squarely at the next designated climbing spot. This is just another way of walking down a corridor, except there's a big fat dude walking along behind you who keeps shoving you in the back if you try to stop and look at one of the pictures on the wall"
The issue is growth and trying to overly appeal to too many people via a lot of demographic analysis, etc. Titles made with passion by people with real talent will evolve game-play (and cinematic if appropriate) but of course, for every Uncharted 2 there's a Dark Void or an Enslaved, which are okay'ish but clearly lacking by comparison.
The whole cinematic angle is a red herring IMHO and something often focused on vs the real challenge of constantly being creative and evolving an art or entertainment form vs conservative business sense which wants to ensure the customer is happy and given "more of the same" so long as they show a desire to keep re-purchasing the same experience.
Try to be reasonable... its easier than you think...







