as i said before it was a way to stop a player progressing by having them do a (time rewind) like i said in my earlier post, ever game has these barriers Quantum Break is not on its own ill requote myself incase you missed it.
so in my opinion nope not bad game design.
Dude, it's not the fact they stop the player from shortcutting at that point. It's that they do it in an inconsistant way. They have a truck there that isn't climable, and then a van of roughly the same height that is. You should be able to climb the truck, as the van clearly shows that Jack can climb something of that height. But because Remedy doesn't want you to climb the truck you can't, while it would have made perfect sense to be able to.
There is nothing wrong with putting up barriers for the player to push him trough a level in a way the developer wants to. But good level design differences itself from bad by actually sticking to it's own rules and the abilities of the character. Good level design doesn't suddenly decide the character can't get over a small dumpster, while the next moment he climbs on top of a van over his hight.
QB's platform sections are full of this, and it is bad or at the least lazy level design.
EDIT:
There were maybe 2 times throughout the campaign where I felt I should have been able to climb something, but I couldnt. What platforming segments are you talking about? They're all really straight forward, there isnt much room to deviate.
I remember being very frustrated in the trainyard. I remember trying to climb the same truck as Joe. I remember trying to climb parts of the time machine when you need to activate it in one later chapter, while I actually needed to take another route.
The time fracture platform bits itself are pretty straightforward yes (and very lackluster imo). Didn't have any troubles there, except being not bored out of my mind.