Joining this thread late because I joined late.
This comment strikes close to the heart of the matter:
However to only judge a game based on it’s plot, theme, or character seems like a very narrow way of judging video games. You’re trying to define the artistry of the game based on a standard that’s used to judge mediums such as a novel or a movie, while completely ignoring the gameplay and the interactivity element of video games. A multi-player strategy game for example can, through gameplay, teach and emphasize values like resource management, efficiency, long term and short term planning, and for people that are really trying to be good at it – competitiveness, mental calmness, problem solving on the fly, reading the mind of your opponent, the importance of diligence, practice, and hard work, etc. All of these things can be funneled back into reality and teach you real life values that can be applied to virtually any task you want to do.
Some of the the value-judgements implemented by the game designer qua game are: the scarcity/abundance of resources, importance of speed vs. efficiency, importance of long term vs. short term planning. Designing a game such that certain strategies are effective and others are less so or ineffective is a value-judgement, but the question is really “Are these metaphysical value-judgements?” Are they comments about reality as such that the player is meant to carry away from the game? Some are, some are not. I think any game that uses a strongly representational art style with an emphasis on realism is making a claim about the relevance of its strategies to reality.
I think the relative inaccessibility of these judgements makes them hard to perceive. It takes many tens of hours to explore a game’s options and the artist/game-designer is radically dependent on the player being active for that amount of time. If the artfulness in a game cannot be perceived by those who do not play it then naturally a game won’t be thought of as art by those people.