dtgreene: I think you don't quite understand what is happening here. The game isn't punishing you for going off the path; rather it is punishing you for not noticing the guard while you are busy trying to fight the boss, or for not realizing that the guard can see the specific spot. It's still something that I would consider poor game design, and something I would refuse to put in a game, and that might ruin a game for me.
Sounds like awkwardly implemented stealth element. Stealth games was never my cup of tea, so I'll be probably pass. Nevertheless, they are quite popular genre, so nothing wrong in that. It can be sudden influx of real-world rules into the game: "so you thing you can have loud and long fight in General's office without guards coming there to check what was happening?". Done well, it might be brilliant - which isn't the case of your example of course.
dtgreene: Anyway, one question: What if the linear game, instead of punishing the player for stepping outside the bounds, simply doesn't allow it to be done? In other words, instead of the game saying "you shouldn't have gone there", the game instead has a physical obstacle in the way?
If there is a plausible physical obstacle, everything is OK. If the game simply doesn't allow you there then we got a "glass wall", old and clumsy (because obviously immerse-breaking) way to keep player character inside created environment. It is present in such a famous and successful games as Red Baron, Deus Ex or The Witcher. Tactical battlefields in wargames are mostly without any natural boundaries and gamers learn to deal with it.
dtgreene: (The example I am giving in this topic is *intended* to be an example of bad game design.)
Generally speaking, if some game element became deal-breaker for me, I simply admit that I am not the target audience of the game, that me and the game "aren't fit for each other" and I stop playing it, because this game is no fun FOR ME. It proves nothing about the quality of the game in question, it can be great fun for somebody else.
If your point was "mixing different genre conventions into one game without warning is bad design by itself", it would be long and - I am afraid - futile discussion, because it boils down to "what kind of experience particular gamer wants".