Richard Hannay said:
No, it's not wrong. "Artiness" should grow out of gameplay. If it hinders it, the designer is kind of missing the point.
If someone wants to create art, awesome. But choosing the correct medium for the story is important. A game can be the best choice for conveying a particular story/experience. But other stories/experiences will match best with other artistic mediums. If they message doesn't work well in the medium, it will ultimately just reflect badly on both of them.
This. This. One-thousand times this.
It's great if a game wants to have an stylized art style, fantastic writing and plot, and some incredibly well-designed sound. But these aspects do not make a game art. The "art" aspect of a game should come from the gameplay aspect, or rather it's interactivity. Games, and interactive software in general, should not skimp on providing a meaningful interactive experience if they want to be art.
Chris Crawford's The Art of Interactive Design [http://www.amazon.com/Art-Interactive-Design-Euphonious-Illuminating/dp/1886411840/ref=sr_1_1?ie=UTF8&qid=1293634283&sr=8-1] should be required reading for this subject. Alas, I know it's not going to happen.
(Also, Richard, I'm quite sure we've already met. Or am I imagining things?)
EDIT:
SimuLord said:
Time to bust out the forum code and deliver my catchphrase:
Roger Ebert is still right.
This headlong rush toward being taken seriously as an art form (James Portnow and Daniel Floyd, I'm looking directly at you---hang your heads in shame) has led to a lot of game developers forgetting what makes this medium great in the first place. You'd never hear someone like Miyamoto or Iwara prattling on about games-as-art because they're too busy making memorable, compelling experiences through gameplay (and printing money for their company in the process).
And just speaking personally I for one am glad that unapologetically "game" games like the Total War series and the entire city building and simulation genres exist, because if every wannabe Tim Schafer coming out of DigiPen or the Guildhall had their way, there'd be nobody left to start studios like Creative Assembly or Paradox Interactive.
Games are not art. And when they try to be art, they cease to be games (hello Heavy Rain and hello, Hideo Kojima.)
And now I wish I read every reply here first before replying. While I don't agree that Roger Ebert is right (although I will concede that a
lot of games aren't art, like
Portal and everyone's favorite,
Shadow of the Colossus), I do feel the rush of games to be art is rather silly and forced.
You also mentioned Western RPGs as "masterful" examples of interactive design. While I wouldn't exactly call them masterful, I do agree that they are taking steps in the right direction for providing a fully interactive experience, but still fall short in making a lot of decisions matter beyond the actual quest where the decision is made (I've only really played
Oblivion, though, so I'm not exactly an expert on the subject). Sandbox and strategy games are also a good chioce, mainly because players can fulfill open-ended objectives in multiple ways, so they're providing a good interactive experience. Strategy games in particular, because a player's actions at the start of a campaign can dramatically effect how the player plays the middle and the end of that campaign. Again, unless the decisions carry over between campaigns, it's merely a good step in interactive design, not a full-blown interactive experience. (My experience is limited to
The Sims, the Tycoons
Rollercoaster and
Zoo, and
Heroes of Might and Magic II and
III, so correct me if I'm wrong).
I do want to propose one game that I think captures the essence of interactivity quite nicely, and that's
Minecraft. Okay, so the interaction isn't incredibly deep, and on the whole, small decisions don't really matter in the long run. But it's really a fantastic step in terms of interactive design: for one, it's pretty much guaranteed that no two playthroughs will ever be exactly the same. The world is constantly changing, and the player's own creativity, or lack thereof, constantly changes to create the vestiges of a narrative based solely on the player's experiences. It's a game that allows players to do pretty much whatever they want within the confines of the games own mechanics: creating Rapture, or even creating whole cities [http://www.youtube.com/watch?v=Ujlf3agRtuc] with a group of people. Is it incredibly deep, though? Not really, but it's an incredible work that utilizes interactive design theory quite well.
(Also, I do agree about the Extra Credits comments--they were good at first, but there recent videos have seemed to amount to nothing more than having video games imitate other forms of media as a poor excuse to make games into "art.")