scripted pacing vs systemic agency
MechanicsComments
If a developer allowed full systemic agency during a climax, wouldn't that risk a sequence break where the villain is killed before the final dialogue? Perhaps these restrictions are a pragmatic solution to avoid narrative contradictions.
The idea that this is strictly to protect the plot is a stretch. Early BioWare titles did this for pacing, not because the story would collapse if a player moved a chair.
But does the shift toward seamless transitions make these moments feel worse... since there is no loading screen to reset our mental state between gameplay and cinema?
The evidence supports the OP. Many recent titles disable specific AI behavior trees the moment a scripted trigger hits, effectively turning active NPCs into static props for the duration of the scene.