thread that Price links in his article seems like the exact example that the author wants, and yet he dismisses it because it "feels different" to him ... for reasons that he can't and doesn't explain.
Certainly analyzing a long-form game like
Mass Effect requires a much higher devotion of attention on the part of the analyzer than analyzing a shorter game (or a film), but I disagree that it's impossible. The reason why it has been done so well in a forum thread perhaps is because people can divide the "labor" of analyzing pieces of the game, and submit multiple ideas, as a sort of multi-authored theory. The long multi-authored game thus gets a long multi-authored theory, fittingly.
On that note, I also disagree with Price's theory that because games (in particular, AAA games) have multiple authors, critics cannot or should not analyze them, because it is impossible to tell if each of the facets of the game were "intended" by the lead designer of the game. First of all, a film has multiple authors: costumers, tech designers, lighting specialists, post-producers and editors, script writers, and perhaps most obviously, ACTORS ... that isn't even a complete list. All of these people make individual decisions that contribute to the final piece in a way that is not dissimilar to the staff of video game creators. While I am sure that Kubrick had a high level of control over The Shining, he did not -- could not -- have complete control, unless he set up a tripod and filmed himself in a room with a layout that he designed. Obviously there are films made in this way (see: Youtube) and there are even games in this way, sort of (see: Braid, most Twine games, or anything made by just one person). But The Shining is not a good example of a Single Author piece of art. Perhaps if Price had used a book as an example ... ?
Anyway, critics can and do close-read video games. Brendan Keogh's book about Spec Ops springs to mind, but there are other shorter examples, of course. If I find some cool short-form "immersive" games criticism, I'll put it here ... I feel like I read stuff like this a lot (for example, a writer deep-reading a very specific scene in a game and its context, since analyzing an entire game deserves a book, or at least a VERY long forum thread).
I feel like there have been some pretty cool close-reads of
Portal, but I can't remember what any of them were. I remember liking this one, although it may not fit Price's standards for what a "close" or "immersive" reading means, but it does draw on a lot of weird small details that I didn't notice while playing in order to make its points:
http://www.popmatters.com/pm/post/140585-her-name-is-caroline-naming-the-misbehaving-woman-in-portal-2/. If you ever talk to a die-hard Portal fan, it's only a matter of time before they go off on a tangent about Chell's science project and potatoes and "if you pause the game here, blah blah happens, which means blah blah!" So, uh, yeah, that's happening and people are totally writing it down.
I would agree with Price the length of the game (rather than the number of "authors" of a game) makes it easier to do analysis on a higher level, because a shorter game means less to analyze. This may be why Portal has proven to be a good piece for analysis. But that's true of books and movies as well; if it's a short story, you're going to have an easier time re-reading the crap out of it so you can write a thesis on it. If it's a WHOLE BOOK? Good luck, have fun with that.