Felt like getting back into that video game as art conversation because I like thinking about that topic and think I have something constructive to add:
I feel like one of the biggest obstacles to video games as art is the system of critique that we have for video games. As mentioned previously, it is essentially "If this is fun, thumbs up. If this is not fun, thumbs down." That is fine for a personal opinion, but it ignores one thing we have about our system of critique for all other art forms: With every other art form other than video games, we give points out for trying something new that ultimately fails. People don't like the moves that Radiohead made in their career, and may consider them bad ideas, but in the art of music we acknowledge attempts to push forward, even if we don't necessarily agree with where that push went. With games, however, we don't allow this same leeway. If an experimental mechanic is introduced and there are problems with it, we tend to decry the mechanic entirely, as opposed to acknowledging "Okay, this didn't work, but they tried something that could be built upon to great effect later."
There's also not exactly a great underground community for gaming. There is very little released on your major consoles that tries something new for the exact same reason you don't see much experimental story telling structures on major network television: There's no money for it. If a game does experiment, and that experiment does fail, the punishment to the small developer that made it can be, well, bankruptcy. I may think that our view of video games is flawed, insofar as judging a game as art is concerned, but I understand that no one wants to buy a game with a flawed mechanic just as a show of supporting experimentalism.
So there's another problem: New games are sixty freaking dollars. And that's, essentially, that. There are a few exceptions, but whatever. What would be great is if there were a market for mid-priced or even budget-priced new games. Games that maybe didn't have the greatest graphics, thus saving money, but had instead interesting design elements, wild gameplay ideas, new stuff for gamers to wrap their heads around. It's kind of there in the downloadable game marketplaces, but for a general populace that isn't going to search around for reviews of games they don't see on shelves, there needs to be a physical product equivalent.
What's my point? Well I guess it's that we need to change the gaming industry, the gamer industry, and the game review industry.
Yeah I don't ask for much.
Rant over.