But that's kind of what I mean. Twice as long wouldn't be good enough. If you make it interactive you'd need it to be longer to make it bed down emotionally, otherwise it feels cheap and random. Cinematics, used well, can be deployed to compress a lot of information and the passage of time in a way that feels much better than perfunctory interactive segments (which by definition need to happen in real time -- you can't speed through days or months while asking the player to play it) or (shudder) quick time events, where it just feels weird.
If an interactive segment doesn't devote proper time to what's going on, or takes you through lots of tiny soap opera events one after another, it can end up making you feel emotionally *distanced* because it becomes very disjointed and take away the player's feeling of agency. The Shenmue games were bad at this, oh so long ago: massive cut scene and then "oy, player, press a button in this ten second interactive bit". It felt robotic.