This is really cool (late to the party, I know). Â
I agree with most of the points – well, ok, I agree with all the points - but a couple seem a bit unnecessarily specific. Let me explain… No, it is too much, let me sum up.
1. Â Realtime 3D is a medium for artistic expression.
Check.
2. Â Be an author.
As in, have something to say, which if you’ve read any of the other posts of this blog, you know I agree with. But they talk about “not making games”. So it seems like they think “games” can’t say things. But they can,  and do – it’s probably a semantic point, really, but the terms are confused enough to have people read the details of it and get turned off, I think.
3. Â Create a total experience.
Think holistically. Check.
4. Â Embed the user in the environment.
Er, maybe… This one seems a little too specific. Like, do you really need an avatar in a game for it to be meaningful art? Probably not. And I think they mean McLuhan.Â
5. Â Reject dehumanisation: tell stories.
Check! Many game developers just don’t seem to understand the power of myth & storytelling. But also not strictly necessary…
6. Â Interactivity wants to be free.
This is the same thing from #2, don’t makes games, make art. Whereas I would say, make artful games… Same thing? I think so… Maybe?
7.  Don’t make modern art.
Ie. if you’re trying to communicate something, surely the more people get your message the better?
8. Â Reject conceptualism.
Similar in spirit to #7.
9. Â Embrace technology.
Sure. This is almost a larger point, though, tying into #10 – use whatever you can at your disposal to your advantage. In words of Goichi Suda, Let’s Punk!
10. Develop a punk economy.
Basically, defining “indie” games (so people understand what that means and want to buy them because they’re interesting and different). Definitely – slowly happening, too.