Hard, hard disagree.
Art and art-adjacent fields (storytelling in print and film, music, videogame design, etc.) are working with intangibles. The best artists wield qualities such as technique, perspective, charisma, zeitgeist and so on.
They build their creations in ways that they can't truly explain, and the resulting "product" generates emotions in their audiences - pleasure, sorrow, joy, energy, nostalgia, melancholy - and bonds that are so strong that they can't help but be drawn to the works.
Another way of looking at this dynamic: No one needs to listen to a favorite song, or visit an art museum, read a book by a talented author, or replay a beloved game in the same way that they may purchase a light bulb or sign up for a SaaS subscription. Yet TFA is treating art as merely another type of manufactured product.
Businesses have tried to harness art for millennia. Sometimes the businesses succeed. But where they often fail is assuming that art is a fungible commodity that can be created through an algorithm or assembly line, with the creative flame locked down and bent completely to the will of a business executive or technical product manager.
Such efforts from the likes of game studios or a record company or AI are derivative by nature and rarely inspiring. The exceptions are those built by creators whose intangibles still manage to shine through, despite the harnesses placed upon them.
I'm speaking from the perspective of someone who has worked in book publishing, news media, and pop music over many years (including a stint working for The KLF's record label, see https://news.ycombinator.com/item?id=10932055)