No one expects little indie art short films to be the same thing as big budget Hollywood movies. Yes, there is a point at which the two meet, in the same way that a game like Ico balances art and gameplay, but most games, movies or anything else can be considered more one than the other, and need to be considered based on what they are, rather than on what they would be if they were something else."
No one expects little indie art short films to be the same thing as big budget Hollywood movies. Yes, there is a point at which the two meet, in the same way that a game like Ico balances art and gameplay, but most games, movies or anything else can be considered more one than the other, and need to be considered based on what they are, rather than on what they would be if they were something else."

It's the same thing with games. Would a Mario Brothers game be better with a more interesting story? Probably not. (Arguably most of them would be better if they just cut out the story altogether.) Would Ico or or Half-Life or Prince of Persia: Sands of Time or Sanitarium or Final Fantasy X be as transcendent if they had eschewed story? Absolutely not.
I can't help but note that your examples of story games are not among the best story games. I consider the juvenile stories and endless cut scenes of the Metal Gear Solid series to be the very nadir of storytelling. And while I haven't played Heavy Rain, it sounds like the same sort of non-game as Quantic Dreams' previous title Indigo Prophecy. It is as though I said, "lyrics are unimportant in songs, as proven by Stairway to Heaven and Slave 4 U."
Your final statement implies that you can play a game or watch a game, but that is false, as proven in games like Half-Life that seamlessly blend storytelling and gameplay. The fact that most games fail to achieve that doesn't mean we should get rid of stories, it means we need designers who strive towards that goal."