If I may express myself thusly:
In my opinion, Barnett and Ken are wrong. Not just slightly wrong, but very wrong. Definitively wrong. Entirely wrong.
The argument that in order for something to be art and in order for art to be meaningful in expressing the 'idea of the author', you have to give full power to the artist is entirely reasonable for, well, yeah, Harry Potter (Written by one woman of great talent). It's also rather entirely applicable to, say, a movie (generally produced and directed and... actored? Actornated? Actorrated? by a group of people of variable talent). Because both of those mediums are condensed idea-forms and themes given a certain narrative structure. "I" write a book and "you" read it. "I" direct a movie and "you" watch it. The artists in question strive to create something and you then enjoy the product and have no say in the matter of how it shapes itself. And on the surface, that sentence seems to apply just as well to gaming. But... it really doesn't.
Because games are interactive. In the medium of gaming, the choices the player makes -is meant to matter-. That's what "playing" a game is all about. If you didn't have any input capacity, you'd be watching a movie. You'd be reading a book. You'd be passively experiencing a story that you have no control over, at all, in any way. But when you're playing a game, you exert some small amount of control, you interact with the setting, you play the game.
Does that neccesarily mean the players have to be able to control everything? No, not really. Half-Life 1 and 2 are fantastic games, but you can't really say you direct the flow of the story. You just control Gordon (and decide what to do and where to go and how you get there and how you get past obstacles and so wieter). But even in that relatively limited sphere of interaction (which gun, which enemy, which approach) you honestly cannot bloody tell me that you're not, in some way, shape or form, shaping the overall "narrative" of the game. There's an entirely different experiental context to a Gordon that bashes every single enemy with a crowbar (A poor MIT graduate gone mad) to a Gordon that snipes every enemy with careful pistol shots (A poor MIT graduate gone marks-mad)
And this is rather why people, in large, are so upset about the ending in Me3. Player choice and player interaction goes double for an RPG, and especially an RPG series where one of the main points have been defining "Your Shepard" (for naysayers, notice how it's never expressed as "You get to experience ME3 just like Bioware wanted! Playing Bio-Shep! Doing things the Bioware way! ONE LONG SEQUENCE OF QUICK TIME EVENTS!). Paragon, renegade, which class, which skills, which characters, which romance, which planets saved, which curious morality questions answered, which upgrades, so on, so on, so on, ad infinis.
The problem with the line "If computer games are art than I fully endorse the author of the artwork to have a statement about what they believe should happen," is that; in gaming, PLAYERS ARE THE ARTISTS just as much as the producers. If you want to get crazy, maybe even more so. I've always thought of the game developers as simply supplying the paint, or the paper mache, or the sandbox. Then I create my own narrative. But that's just me, and I'm certifiable insane.
See, in ME1+2+3, the "author of the artwork" has already made a statement about what they believe should happen. Namely, you romance Tali, you punch the journalist, and you fry those xenophobic council members, you safeguard the Collector Base and you accidently off Grunt on the suicide mission because you panick and ordered him to do something entirely silly. Can anyone here tell me their game played out 'exactly' like that? No, no probably not.
So that's two different artworks already, based on the same base setting.
I'm not going to get all up in arms about the ending, I've read too much Joe Haldeman to be upset by deeply unsatisfying deux ex machina out of the blue no context leftside endings in Sci Fi. But to state that the game developers have singular creative control over the finalized expression of the games they make, and that players who play those games aren't allowed to bicker and ***** and moan about the choices presented and the narrative structure and the story and the ending?
That's just misunderstanding what gaming and interactivity is. That's not games, gentlemen, ladies. That's passive storytelling. That's what I hate the most, the "pretend safehouse" style of storytelling. It's why I couldn't get into Final Fantasy. I was always just guiding the characters from one cut scene to the next.
That's why I did get into Mass Effect, because at least there, I could decide to blow up a planet if it annoyed me too much.