Personally, I prefer it when games play to their unique strength of interactivity without resorting to too many distant cut-scenes like in Final Fantasy where you really do become a spectator. It can take away from the game unless the scenes are really well thought out and acted. I still like games that do this (the Metal Gear Solid series is still one of my faves), but when it comes to storytelling I honestly see this as inferior with the video game medium.
Games like Deus Ex, Planescape Torment and Dragon Age really give you the feeling of choice and control in the story and you can decide the depths you want to explore the setting and the characters around you. It gives you the illusion of actually having a massive influence on the story even if your input is relatively small in the grand scale of things. It empowers the player to have his own personal story which can't be acheived in other passive forms of entertainment.
But even in games with a linear story, the telling doesn't need to rely heavily on cut-scenes. Half-Life 2, Portal and Shadow of the Colossus are good examples of this. They tell the story passively as you play with the setting or with the gameplay. Listening to people talking in Half-Life 2, the graffiti in Portal or riding Agro and facing the Colossi in SotC all manage to convey a story without breaking immersion through cut-scenes.
Well, that's my thoughts on the topic.











