I can't speak to the melodrama, but a lot of the other items here also have the effect of working around memory and performance limitations.
A lower frame rate target is one obvious one.
Linear paths, particularly Uncharted-esque progress limiters like little gates or ladders you have to stop to activate and one-way events/floor collapse/ladder falls apart/door gets blocked/ceiling collapse/car crashes/train crashes/car collapses/train colllapses/boat sinks, crashes, and probably collapses/the collapse collapses/collapse collapse collapse collapse--constrain the amount of data that needs to be maintained in memory and makes streaming easier to predict and reduced what may need to be brought over the limited disk IO channel at innoportune times.
Constrained traversal in with a pretty backdrop is another thing that I believe Naughty Dog actually brought up for Uncharted 2.
The bang for buck for the set-pieces is a greater spectacle with careful sleight of hand reducing the computational, bandwidth, and memory requirements. Just like in an illusionist's show, however, the mirrors don't work if the audience is allowed to poke around in the middle of the trick.
But couldn't this be said about any game?
Even fully wide open worlds are limited by hardware and resources - hence, needing its own tricks and smoke/mirrors. I still haven't played one open world game that would allow you to do everything... like go into every store front, climb up the mountain without falling off into null null land.