>>11810602>story integrated into the world instead of cutscenes>>11810609>Was cutscene fatigue a problem in the mid 2000s?With the benefit of hindsight, the playable cutscenes concept was more of a fun novelty than a groundbreaking innovation, and today it's mostly remembered for the fact that players could distract themselves by fucking around with physics objects and scripted events instead of listening to what was going on.
In practice there's nothing wrong with stopping gameplay for the sake of conveying narrative. Ironically in their attempt to make gameplay and narrative integrate better, the game designers who have since replaced cutscenes with "interactive" narrative sequences have made some of the most memorably irritating games in recent memory, especially with the "forced walking segment" that forces you to slow down to the storyteller's desired pace so you have no choice but to pay the fuck attention. Say what you will about the legendary cutscenes in the later Metal Gear Solid games, but at least you could skip those if you didn't feel like sitting through them.
In basically every other metric, though, I think there's a good argument to be made that Half-Life 2 was one of the most important games ever made in terms of technological and design innovation.