Wait, what? Like in the idea that the auteur is putting their vision above, in terms of priority, the perceived desires of their audience?
There are several problems when accounting for auteur vs player that you don't run into with passive media like film and literature.
The primary one is that the player can do actions contrary to the narrative, tone, environment, and character-building that the author is trying to establish.
For example, if I've just had a 10 minute action scene, a game developer can't just shoehorn in a meditative scene right after it. There's tonal issues.
If I make my character massacre all my enemies (who just disappear when their character models touch the floor because the game can't technically handle more NPCs), the author is going to have a hard time convincing me of my character's moral quandaries.
If I've died and restarted a mission 18 times, the impact of my player character's death at the end of the story is meaningless.
There are other issues such as pacing a story that authors have to account for. Three Act or Five Act structure goes out the window when planning for a 10 hour game.
And also, as you mentioned, yes, there is a much larger conflict between the auteur and the audience when the audience interacts with the piece. Ignoring bugs and technical problems, the basic mechanics of a game are treated as a product, rather than a work of art.
Products are best to be able to be used by the most people. Art is not. The best art works are never the ones that set out to satiate the "perceived desires of their audience".