I know I’m at risk of Bogosting myself (a cruel fate), but I’d be comfortable arguing that Nuaghty Dog-style cinematic storytelling can never truly be a game-native form, at its best it isn’t too intrusive. Those games ask the player to empathize with their very-drawn character through broad association of gameplay with themes and traditional television drama. Too often, it reveals the constraints of established genres in telling any stories outside those the form was intended for (shooters: will, power, the mind of a shark; platformers: movement, travel, an ant’s need to cover space).
Most of the best of JRPG forms, plot- and character-dense and limited in player agency, realize the value in reserving a void for the player in a silent protagonist.
I think the adventure game form that breaks away from this best is player as actor, interpreting and coloring their role in a predefined main character – something Kentucky Route Zero realized and drew out explicitly.