@Bod I think the point of the word art is that its meaning is intended to be constantly challenged and discussed. Talking about traditional art and saying we shouldnt discuss it because no one will agree is sort of missing the point.
As for cutscenes in games... I have mized feelings on this subject. I think cutscenes are a poweful story telling device, and are useful for offering sudden changes of pace etc... but i do believe with this new push for cinematic games they are being over used, or at least cinematic style is being overused and the actual game is suffering.
I have put a bit of thought into the idea behind games being art, but i didn't really get anywhere until I read an enlightening quote from Shiggy. I cant remember where i read it or it's exact words, so I'll paraphrase heavily:
"When designing a game, I watch people play and see how they react. If they dont react in the way i wanted them to, i dont say there is somehting wrong with the person, i say there is somehting wrong with the game."
Games are about interacting, which leads in turn to games being about making choices. The problem with this is if players are allowed to make choices, they can choose to not move forward or uncover more of the story by performing certain actions.
I believe the art of games is not only telling great stories with unique ideas, but also positioning the player in a way that consistantly gets the player to make the choice the game designer wanted them to make, for themselves. Might I add you hear the word POSITIONING alot whne studying major artforms, i think the difference for games is that they are simply not established, no ones written any books on artistic anlysis of games (as far as I know).
Game designers have been trying to imporove cutscenes by offering text choices for a long time, and in recent times some game designers have gotten similar ideas into their head and attempt to improve things by offering shallow moraily choices. But in the end these things are mainly superficial.
To illustrate my point further, when i was playing through portal with commentary on, alot of the comments were about how playtesters had not understood what they were meant to do, so the team had redesigned the puzzels using symbology to guide the player into making the right decisions. And that game really did have the player acheiving mind bending things with very little effort. That is artistic game design.
Games offer other artistic idea in their graphics and music thats possible in other mediums, but choice is unique to games, and I feel game designers dont celebrate this enough.