The part I'm really hate of unchy it's that prescripted events lead too much in prescripted gameplay, I don't know If it's clear what I mean... for example I hate to miss the train in the second chapter without any chance to change this thing during the replay sessions... or clamorous was the tibet level where we begun with stealth mode & the enemies discover your position with a rocket launcher... I think those things ruined the uncharted replay value too much...
There's no such thing as pre-scripted gameplay, because by the internets' definition it wouldn't be gameplay.
Uncharted games don't have scripted gameplay either, as you spend the vast majority of your time playing the game shooting at enemies in a succession of enclosed arena-type areas of varying size.
I think the whole, "Uncharted is full of QTEs" or "Uncharted is too scripted" or "Uncharted doesn't have enough gameplay", complaints are absolutely completely vastly overplayed, obsurd and tired.
The scripted events and general linearity of the games are simply a feature of their genre and craft, and are used as devices through which to allow players to enjoy shooting things, solving puzzles and navigating a 3D environment, all the while telling a meaningful and compelling tale. If you're not into that then fair enough, but don't start parrotting endless overinflated complaints about things that are used far worse and to much more detrimental effect in vast swathes of other games.
I mean, I would personally prefer scripted events ala Uncharted, COD, Gears of War (of course everyone's darling is also guilty of this too) etc etc to endless cutscenes breaking up the action so much that it becomes jarring (e.g. like in KZ3 & MGS4).
I also don't at all mind linearity in games where the story is super compelling, as it keeps up the pacing and keeps things moving, as opposed to games where there's an endless amount of backtracking over areas you've seen many times.
However, all games are different and I can appreciate the variety afforded by many different kinds of games. In the end its all about balance and stuff like cutscenes, scripting, linearity in mission & gameplay structure, openness, narrative etc etc are just tools, and devices used by devs to turn a bunch of simple gameworld interaction mechanics into a playable and fun game worth spending your money on.
These things were never really an issue in the past, and I get that some idiots on the internet and in the gaming press are throwing hissy-fits, divining that all games are slowly becoming movies by their overuse of these kinds of things. But once you're able to separate the wheat from the chaff, and actually step back and take a look at the entire gaming medium as a whole, you'll notice that this is yet another load of mythical FUD created by paranoid fearmongers who think that anything existing in the popular media space is a thread to their beloved hobby. It's hyperbole, and that's all it is.
/rant