Interaction design is a craft, and gaming is the subcategory of interaction design that most often ventures into the world of art. But the thing that most constrains the artform is this "little brother" mindset. Instead of waiting for society to understand and comprehend the medium, those who craft video games work to make their medium more like film or novels or music or other "high" artforms. So I get a little twit…
I partially disagree with you. Some of my most memorable moments are the stories of various games. Metal Gear Solid, Final Fantasy VII, Zelda: A Link to the Past and so on all, with their great gameplay for the time, above average to great story lines that captured its audience. Now on to games like StarCraft, DoDA, Quake 3, and Counter-Strike were all hailed as some of the greats, not because of the story like you p…
When Miyamoto invented the Goomba and made him the first enemy in Super Mario Bros, was he writing or designing?
Certainly he was writing because he was creating a protagonist and an obstacle for the protagonist. But certainly he was also designing, because he described a system for the gamer to control the protagonist and rules for how Mario could interact with the Goomba.
Metal Gear Solid and A Link to the Past are great for the sake of comparison. How many cut scenes could you tear out of MGS and still have the exact same gaming experience? How many from LTTP?
I don't know what the answer is, but I know that the answer for MGS is higher than 0. I'm less certain for LTTP.
Does that make Miyamoto more pure as an artist than Kojima? At least where these games are concerned, I lean toward yes, but there's quite obviously gray areas here.