I think there's some sort of vague intersection here between the notions of "game" and "story," but I'm having a hard time sussing it out in my head. I'm bringing to bear here some of my paltry experience with games: World of Warcraft. You seem generally to run into two kinds of people who play that game. There are those who play for the game of it — the challenge, whatever — and those who play for the story of it. There's surprisingly little overlap between the two groups, in my experience.
Very little in that game is random. There's an overarching plot, and tons of little side-plots. In fact, the whole story is kind of horribly complicated; I never wrapped my head around the whole thing. There are tons and tons of characters, hidden identities, people switching sides, fencing, fighting, torture, revenge, giants, monsters, chases, escapes, true love, miracles … blah de blah. It's really very rich.
Lots of people who play just ignore that stuff so they can go fight bosses and whatnot. But it's all there, if you want to take the time to listen to the dialogue and stuff. I'll even admit, freely, that there were moments when I was playing the game that left me slack-jawed. There's one quest in the last expansion that seems wholly ordinary, but then it cuts to a big cinematic — and this is a game that doesn't do cinematics ever — and it's just epic, and … well, there's drama. Like legit drama, like you'd find in a novel. It's really quite something.
I hadn't thought about that in quite a while, but this conversation made me reflect on it again. And … y'know, I might have been wrong. Maybe the line between art and not-art is blurrier than I thought. Maybe it's possible, or even common, for video games to contain within them the essential art-ness that we find in drama or poetry or whatever.
I'm really not sure what I think, now. Except to say that maybe whoever-said-it-first is right. Maybe video games, as a thing-people-make, are too new to really know for sure what can and can't be done in that medium.