even the most compelling and richly detailed single-player narrative experiences, such as Half Life or even something like Deus Ex... rarely leaves anything to the imagination, afterwards. game worlds that are immersive such as MMO universes - Warcraft's Azeroth, for for example - still don't really succeed in creating a 'mythos' behind them that is all that captivating; it's functional (i.e. creates a lot of space and variation) rather than artistic (i.e. weaves a genuinely convincing lore). that's why you get loads of lazy stuff in game design like retcon story-telling and identikit plots.
sandboxes... well, i'm still skeptical. though they create a blank canvas for the user-generated content, it mostly always lacks any form of imagination, originality or (true) creativity. it's all imitation and literal representation of already-existing objects. rarely do you see a youtube video or a screenshot of something in minecraft that you think "oh, wow, that's different". it's just people taking up a new medium - the 'voxel', if you like - to recreate things already existing with no other meaning or idea behiind them. that's not art... if anything, it's approaching what philosophers would categorise as a 'craft', i.e. the mechanical reproduction of already existing things, for a lower-entertainment value than 'fine art' (which is, as i've said, transcendent and symbolic).
this is mostly always down to the video-game industry and market. so long as production is based on the rules and mechanisms of the market, an artistic video-game project will seldom be launched. it's a luxury and an indulgence that game design companies, in their current business format, rarely have. that sort of thing only tends to come when you have a lot of spare-cash and oodles of spare time lying around; it's the very same with the renaissance art revolution, coinciding with the rise of the mercantile class with much disposable wealth and time for rather un-utilitarian expressions of art. the video-games industry is currently underpinned by the profit-factor, which is, of course, strictly utilitarian.
libertarian benefit collector - anti-academic super-intellectual.
http://mixlr.com/the-little-phrase/