I really hate most of the discussion about videogames being art or not because it's often tards on one side saying videogames are above criticism and tards on the other side saying that "art = pretentious".
In truth, there's an art indeed when it comes to making videogames.
Playing them as well and if you don't think that perfecting rocketjumping\bunnyhoping for maximum speed, footsies in fighting games or micro in RTS isn't art, get the fuck out of here.
The problem is that it's often very easy to mix things and ending up judging another form of art, not the game itself.
One of the best examples I can give you is DMC4, where if you pay attention, the soundtrack syncs with your character's strikes creating an amazing feeling of sinestesia.
A lot of people will judge this on the merit of the music itself and they are evaluating art indeed, but it's music.
Others wil evaluate the coreography of the character and that's art, but it's actually coreography.
The real art here, the art of making vydia, is combining the audio cues with your character's moveset to give you feedback on your actions and get you pumped as you play.
What's more, the rhythm actually speeds up (and so do you) as your style meter increases, making the beginning of a fight somewhat calm but tense while the climax of it is fast, loud and intense.
This mixture of different forms of regular art to give you that amazing feeling of pulling an SSS in Dante Must Die is the actual art of making videogames.
Going back to storytelling, maybe you won't believe me and maybe these aren't as strong a case as MM, but both Deus Ex and Vampire the Maskerade Bloodlines do an amazing job with this.
Deus Ex has you starting fresh of the academy with a small amount of practical skills with an easy plot to follow about being a supercop and doing Unatco proud.
You also have a somewhat limited amount of options at that point but quite a lot already.
As the game progresses, the story unfolds before you and there's a lot in there that gets you thinking. The chalenges you face become harder not because your character's level increased but because you're tangling with very dangerous individuals now.
And even though you keep getting canisters and skill points, they never make things too easy, they just broaden your choice of options, much like the story.
VtMB does this a bit better since the growth of your character from a weak vampire to a murder machine makes sense considering how fresh you are but also the many different situations and people you end up finding.
This was not designed like that, but the fact that there's plenty of social options in the first half of the game but the later forces you into combat drives very well the idea the World of Darkness is indeed dangerous and you'll only be able to talk your way out of danger for a little while.
Your dialogue also changes quite a lot based on your own humanity, which depending on what type of character you're playing, directly reflects on your playstyle, meaning your dialogue never ends up feeling too jarring.