I can understand your frustration about cutscenes. Many times, they seem to serve as a "Plot Bungee." That is, a lot of cutscenes happen just to set up the next significant plot event, not to further the story. Basically, if the character(s) you're controlling ever get(s) knocked out in a cutscene just to wake up in a different setting with the bloke who KO'ed you in the first place staring right at you, this is where the stitches in the plot start to show.
It's especially aggravating Story-Gameplay Segregation occurs. For example, in Dead Rising 2, Chuck Greene cuts his way through the undead populace no problem, can take gunshots and zombie bites and still stay standing. But when he walks into the Ted & Snowflake boss fight, it's initiated by Ted's fist coming from off-screen and KO'ing Chuck in one punch. Granted, Ted's a big strong guy, but it doesn't change the fact that I noticed the purpose of the cutscene was to set-up a boss fight rather than flowing into it seemlessly.
So, to answer the question, no, I don't think a game should rely on cutscenes exclusively for having the story unfold. I'm not saying cutscenes shouldn't be used at all, but they should be handled much more seemlessly. I think a good idea of what I mean is Dead Space 2. The game has plenty of scripted cinematics, but there's no fade-to-black loading screen precursor telling you to anticipate a cutscene.
It's especially aggravating Story-Gameplay Segregation occurs. For example, in Dead Rising 2, Chuck Greene cuts his way through the undead populace no problem, can take gunshots and zombie bites and still stay standing. But when he walks into the Ted & Snowflake boss fight, it's initiated by Ted's fist coming from off-screen and KO'ing Chuck in one punch. Granted, Ted's a big strong guy, but it doesn't change the fact that I noticed the purpose of the cutscene was to set-up a boss fight rather than flowing into it seemlessly.
So, to answer the question, no, I don't think a game should rely on cutscenes exclusively for having the story unfold. I'm not saying cutscenes shouldn't be used at all, but they should be handled much more seemlessly. I think a good idea of what I mean is Dead Space 2. The game has plenty of scripted cinematics, but there's no fade-to-black loading screen precursor telling you to anticipate a cutscene.