It's because, to put it frankly, video games are the only medium that can succeed if it has a bad story, or even no story at all. Tetris and Pac-Man are two of the most successful video game franchises of all time, and their stories solely consist of "Blocks fall down" and "Eat white dots".
What is it that video games can offer that no other medium can? Fun gameplay. Video games live and die by whether they're fun to play. I know I speak for many gamers when I say that a game could have the best story I've ever seen, but if it's not fun to play, I won't buy it. (Besides, if I only care about a game's story and don't care about the gameplay, I can just watch someone's Let's Play on Youtube)
Writing a good story is difficult in any medium, but in video games, where it's considered just another part of a large project (and an insignificant one, at that), any video game that even tries to do something more is heaped with praise for it, regardless of how well it succeeds or not. I personally consider "The Last of Us" one of the most overrated games of the generation, but some people consider it the "Citizen Kane" of video games. Its story was completely predictable to me, its characters were unlikable and trying too hard to invoke angst and the viewer's sympathy, and even its gameplay was mediocre at best.
So, what's the solution? I think the problem with most "Art video games" (for lack of a better term) is that they try to forget that they're video games. They almost seem embarrassed by it. Video games are not movies, and developers should stop trying to turn them into one. In the process, they just end up taking the "game" out of "video game". After finishing "The Last of Us", I remarked that the game felt like it was made by film producers who were rejected by the movie studios, so they made it as a game instead as a fallback. If I can get everything your "video game" has to offer by watching someone's Let's Play, then you haven't created a "video game" at all- you've just created a movie where the player can occasionally select "Go to the next scene".
Instead, integrate your game's story with the mechanics of a video game. Video games are the only medium where the player is in control, so embrace the fact that the player can meander off in the middle of your narrative. Linearity is usually despised in video games, whereas in every other medium it's pretty much required. If anyone here is familiar with "Tasteful, Understated Nerdrage", watch his video on "The Shandification of Fallout". In short, make the story fit the gameplay, rather than vice-versa.