I've been finding this increasingly annoying over the past couple years. I'll start up a game and there will be no gameplay or game like mechanics for a decent time. Then when you're finally baited with something remotely interactive other than walking 5 steps into another cutscene, it's taken away in favor of more cutscenes and dialogue.
This really annoys me, especially if gameplay segments aren't as fleshed out in favor of cutscenes. Yes, I like game stories, but if it interferes too much with the interactivity of the game itself then I become bored and find that I'm wasting my time. Although story is part of why I enjoy games, it's not the major aspect that, I find, attracts me to them, especially videogame stories. If I want to read something, I'll read a novel, or if I want to watch something, I'll watch a film, two mediums that have much greater success in the story department on whole. That's not to say that games cannot have good plots, but 90% of the time you're strung along on some clumsy fiction that is seen in young adult fantasy/sci-fi series.
What brings up this editorial opinion? Well more and more games this generation have been doing this.
At the moment I'm in the middle of Radiant Historia, a game that has been praised highly on forums. It is a good game, but I think it's being held back by the amount of dialogue I have to wade through to get to the next extended gameplay sequence. I'll be reading for 10 minutes, get control of the character, walk 5 feet and then sit through another 10 minute dialogue sequence. Radiant Historia does have a unique combat system, but the combat system never evolves, and it also begins to feel redundant.
This isn't a problem unique to just Radiant Historia. At the start of the year, I played one of the Operation Rainfall games, The Last Story, which has the same problem. I couldn't leave a room without entering another cutscene. The combat, I felt, was also rather lack luster. The game was a corridor with little exploration, outside the main town. The other Op.Rainfall game that I played, Xenoblade, had some long cutscenes, but it balanced this out by letting the player have an extended amount of control where you felt satisfied with the gameplay before moving onto more story elements.
I have only mentioned JRPGs thus far, but the problem extends to many genres. One main culprit that comes to mind is the Uncharted series, a game that takes the spectacle of good graphics and cinematography to a new level. It may not be noticeable on the first playthrough because in most instances you have full control over the character while NPCs talk or do something like flick a switch in order to proceed; however, on second and third playthroughs these sequences of being held back due to NPCs having to finish their automaton motions is a grating experience. This has become more prevalent has the series has grown. In Uncharted 3 there are many scenes where you just walk down a dark alleyway or through a desert for a couple minutes while characters are talking in order to get to a new cutscene. Once again this isn't a problem the first time through because you're immersed and one reason you're playing is to see how the story unfolds, but in second and third playthroughs where nothing changes and being unable to skip these scenes because they're technically not cutscenes due to control of the character, it is a nusiance. Luckily, the gun fights are still great although platforming is arguable.
So that's my rant.