We have standards to maintain consistency, and I agree this one appears to be an artistic choice. But, I don't want to get into the business of divining developer intent, or putting in subjective decisions.
I agree about not being subjective... I don't think this is really about that.
If you take the video, which presents the information they wanted to present, and choose to alter it to present it in widescreen you have two choices:
1. Make it anamorphic, which results in the loss of black bars on the top and bottom, ruining the effect they intended.
2. Make it anamorphic with a thick black area around the edges, making the video a window within a window on 4:3 monitors, which harms their experience much more than ours is presently harmed.
The first option seems to be telling the developers how to artistically setup their game, and the second seems to be callous to those with 4:3 screens.
In the thread Scavv started, what are we really asking them to do? His example shows no black bars on the top and bottom, which basically means Scavv is telling the developer how to frame a dream sequence in his game. That just seems innappropriate to me.
More to the point, as was said on the first page, I'm not even sure this should be considered a widescreen related flaw in the first place. Just because it was considered that before does not mean it's right... the movie scales perfectly and is not adversely effecred in widescreen, and it is windowboxed in all aspect ratios. The video is no better in widescreen, but also no worse.
If it filled the screen in 4:3 or even just filled it horizontally in 4:3 I would agree it's a flaw, but it doesn't. If it was stretched or cropped I would agree it is a flaw, but it is not. Actually we are asking them to crop the video.