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This one just shows you don't respect games as an artform and also secondarily that you don't know what you're talking about. Treating gameplay as a direct parallel to cinematography in film just does not work at all. Gameplay is much more akin to prose than it is to cinematography, in the sense that both gameplay and prose serve directly to inform and convey the experience of the art itself. Good prose can't save a book with bad structure, but a book absolutely requires good prose in order to be a good book.

Even within that comparison, though, gameplay is distinct, because crafting very mechanically tight and "good feeling" (for lack of a better term) gameplay can be the central point of a game in a way that really good prose just can't do for a book (see a game like n++ for an example of what I mean.) This is because games are fundamentally just more tactile than film or books, and in that regard a more apt example is the visual arts. You wouldn't argue a painting needs good writing to be a good painting, right? No, because you'd be completely missing the point of painting as an artform. The direct communication of an idea to the viewer through visuals is potent enough to be an artform in itself. n++ is much more like Untitled (Red) than it is like Ulysses (and much more similar to those than Citizen Kane) but it's also nothing like any of those things because fundamentally it's its own thing, which is a video game.

Ultimately, equating "gameplay can be the centerpiece" to "not all games have to be art" completely misses why games are unique as an artform and, honestly, just reads as thinking games can only be vessels for art rather than art themselves (which, I mean, that's what you directly state when you call a game a sandwich with a filling. What an awful metaphor that you constructed your piece around.) It's a disrespect to the medium. If you just want games that are books or movies, good news! Books and movies already exist. Games are their own thing and your thinking of what makes good movies simply can't be mapped to them the way you want it to. This kind of thinking is how we end up with more God of War reboots and TLoUs than n++es and Dooms and VVVVVVs and Ape Outs and Yume Nikkis and Hotline Miamis and things that just fundamentally take more advantage of what makes games unique.

tl;dr you thought that it was developers that didn't understand that games are art because they can be like movies, but it was actually you that didn't understand games are art in a way that making them like movies betrays! ha HA! 

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Do you genuinely think VVVVV, Yume Nikkis, and Hotline Miami dont have story telling? Or are you just pretending to be stupid. Try deleting all the text from those games and replacing every graphic with a grey box and see how the "fundamental uniqueness" takes hold. 

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Complete misrepresentation of what I said and yet you're still wrong somehow. Gameplay can tell stories and convey ideas and feelings on its own. Obviously art without meaning isn't worth anything. I just don't understand why people can't understand that gameplay can convey that meaning. 

Sure, Hotline Miami has a story and uses text to explain that story but just like it would be a much lesser experience without the actual text conveying its ideas, it wouldn't be half the game it actually is without the gameplay helping as well. Anyone who's actually played Hotline Miami 1 and 2 understand that the reason its themes about needless and gratuitous violence and our ambivalence to the reasons behind it hit as hard as they do is because the gameplay makes gratuitous violence feel good as fuck without caring to give you the reason. You get less than half the experience of Hotline Miami by watching a longplay of it.

Really? VVVVVV's writing is what hooked you on the game? And the characters and rooms already are basically colourful boxes that are sometimes given details. It works because the gameplay loop of mastering rooms one by one is satisfying. Also, guess what, Yume Nikki has as little text as it could possibly have. The worlds are of course pretty but the game isn't a gallery of assets, they wouldn't matter at all if the gameplay didn't encourage you to poke through them and discover them. Also, fucking, tell me what Yume Nikki's story is. Tell me! I'd like to know.

Like, even though you're completely misinterpreting what I'm saying (of course games also need writing and visuals, just like a book needs a story and characters with structure on top of prose, thus the very clear and obvious metaphor you somehow missed) you still missed on the gotcha lol.