"While writing a cutscene, ask your protagonist if they will remember that moment for the rest of their life. If their answer is yes, then make that moment playable"
Whenever I see a trope list or analysis of cutscenes, it usually centers around actual story related tropes and mishaps in writing. Now, criticizing the quality and content of game stories is a vital part of the medium's growth, and cutscenes are in fact getting better at what they do thanks to players craving improvement. But whenever the actual practice of utilizing cutscenes in an interactive medium is brought into question, the takeaway is almost always some variation of, we should use them less, or, they are fine in moderation. It gets redundant and, in my opinion, doesn't offer any real insight into how to make story-based games better.
With this article, I would like to offer a deeper, case-based look into not only the negative effects cutscenes have on game stories, but also the ways they can be converted into gameplay.
The first two points on this list are blanket issues that encompass whole games, and act as the bases which the other tropes spawn from. The further down the list we go, the more numerous and specific the examples will become. Tropes 4 and 5 are where we will start getting into the nitty gritty details of how interactivity could have been implemented for each example.