There is a stronger argument for png files being code and you know it, so stop pretending otherwise.
A video game level is always programming code. It literally is. Just not in the programming language you are familiar with.
A level for a game is a set of instructions. Not unlike a punch card for a mechnical piano.
It is a primitive type of https://en.wikipedia.org/wiki/Domain-specific_language
So, why is the set of instructions in a png or jpg not a programming code? Because we encoded an existing image into that format. The set of instructions is only needed to decompress the image. What was the existing thing we encoded in case of a level? It was an idea, a puzzle, the game level's logic. And what do we call the thing that makes the game tick? Code.
On a spectrum from code and data, this at the absolute far end of non-code data.
You seem to understand that data and code is the same. Good. We just treat it differently in modern computers and impose a barrier on operating system level, if possible. It starts to get interesting, as soon as your game loads a file and starts interpreting that (plain) data. Then this data is literally code. No matter how human readable or "plain" it is.
And if you interpret data, it is not on the far end of non-code data, it is on the code site. You could hard code the instructions into the code. Grossly simplified, we did this: 1a + 2a + 3a = a (1 + 2 + 3). a is the code that is left and you saved 1, 2 and 3 as data to be interpreted later. Which also gives you easy ability to later add 4 and 5.
If this plain data is code, then logically all plain data must be code,
That's a formal fallacy.
The difference between data and code is intention and word definition. We would call the literal programming card of a mechnical piano "code". But we would call the same music played as a wav file "data". We would call a programmed vector graphic procedural and code. But we would call a screenshot of such a thing an image and data.
And on a tagging mechanism like ai disclosure, if you procedurally create things like sound and visuals, but made the code for this with ai, you better explain this nuance in the description or tag all three, instead of only code.
which makes the distinction of code and not-code meaningless in a game.
That's not game specific. You cannot tell if something is code, just by having it compiled into an exe. And you cannot tell if something is data, just because you could read it with a text editor and is a file.
For some recurring things we established, that it is to be called data or non-code. Like image files. And there is an analog explanation for this. We just store the digitial representation of it. We can do the same for story and dialogue, or for sounds.
But back to the generative ai tagging categories. Those gen ai can directly generate visuals, sounds, text and code. Can they generate a thing that is not covered by any of those 4?
You seem to consider "data" as a 5th category, if said data does not fit visual, sounds or text. If that data fits the definition of an instruction set, I consider it code. And in case of a puzzle level, there is not even ambiguity.
Generative AI output that does not fit into the four categories, on the other hand, is common
So I would be interested in more examples of these common gen ai outputs that do not fit. The ones I came up with, are things like smell, haptic and maybe motion capture. But as no player would understand this with simple tags, I would consider them part of visuals. And smell does not exist with current tech. Also, I have doubts, things like smell or haptic would be generated with gen ai.