Yes, it confirmed that the key was conveying a complex and intentional artistic vision through the gameplay. If a game is effective, but removing the gameplay makes it ineffective, then, as a game, it's art.

Ikaruga and Journey should be mentioned in the same conversation. More recently, Undertale and Death Stranding, pick up similar conceptual throughlines ("choice" and "connection", respectively), albeit in less elegant ways, owing to their expanded scope.

Ikaruga mentioned! Don’t even get me started, that game consumed my life for nearly 2 years when it came out for the GameCube. The emptiness I got when I finally achieved a 1CC only to quickly fill that hole with an obsession with scoring afterward… that is a feeling that has only been achieved by a number of games I can count on one hand.

Funny enough, I enjoy Death Stranding for many of the same reasons that I enjoy arcade-style games: routing, resource management, and failure that feels meaningful, as well as the satisfaction of successfully executing a plan. The story is pretty cool too, but the gameplay is what I really like.