Unskippable cutscenes aren't really like the other three options in the poll; they're usually a result of a slight (at least) lack of planning from the developers, and are really only a problem in specific cases (the aformentioned "long cutscene before a boss fight" example, or when a game has long cutscenes in general). My point is that while they may artificially lenghten the game experience, I sincerely doubt that developers make unskippable cutscenes to intentionnally make it longer (rather, it seems as though it'd be more of a case of not implementing a scene skip features).
The other three, on the other hand, are presented as game content but are felt by the player as an artificial gameplay load that cheapens the experience. As for myself, I'd say it's a tie between backtracking and a billion fetch quests. The popular Wind Waker example of the charts and tingle actually never bothered me all *that* much, since they made you do a variety of things and explore parts of the map you might not have seen yet, but it definitely could have been paced better (introducing the charts earlier, encouraging the player to look for them in between dungeons so most players don't find themselves doing it all at once, etc.)As for the ruppies, I got the money upgrades early, so I didn't have any problems. I realise there are few who were as lucky, though...
I actually can't think of a bad offender for these categories right now, though I know I've played some. I usually keep the better experiences in my memory
