I tend to disagree. If your really try to do the best for immersion cutscenes should be done in first person as well. You should never be able to left your body and fly over the scene like a ghost. This is one of the worst immersion breaker I could think of. One of the biggest advantages of third person is it’s continuity. You can make a consistent game with great cutscenes because the perspective stays always the same. Some first person games tried to avoid those immersion-breaking by just not implementing a lot of cutscenes like for example Half Life 2. Others like Dark Messiah of Might and Magic or Skyrim offered cutscenes in first person and they did well so. The problem with Skyrim’s narrative were not the cutscenes but the tech behind the game and the poor writing.
So if you ask me I strongly vote against third person or overview perspective cutscenes. Sure, they’re nice to watch but they’re also counterproductive in a first person game which has a focus on immersion. And just think about VR. It’s really akward to watch a third person cutscene with an Oculus Rift while you play the game in “real” first person and feeling the “presence” Steam and Oculus are talking about.
There are sacrifices to make when developing a first person game if you ask me. One of these sacrificies are cinematic third person cutscenes like in Witcher 2 and other games. They just don’t fit here. If you want them in your game because you think they enhance the narrative and characters of your game you should really think about transforming the whole game to a third person perspective. See it like that: first person is about BEING the character in the game while third person is about WATCHING the character in the game (still with interaction of course). Third person cutscenes are all about watching and not about being…