Unfortunately, I have to disagree with Mr. Spector. Video games are not like cartoons and comic books, because they will never develop mainstream appeal. Comic books and Cartoons have begun to, we have "Graphic Novels" and "Animation Features" already, and authors are experimenting more and more with the content that can be rendered in those mediums.
To take an example from popular Prime Time television in the past 20 years, "Friends". Love it, or hate it, you know it.
It's a show about a group of people and the time they spend together. That's it. It took hold of people because the audience related to the interactions, if not the characters wholly by themselves.
You can direct character interactions much more carefully in cartoons and comic books, because they are a passive medium. Things happen to the characters that are out of their control, much like the audience feels like things happen to them that are out of their control.
Watching how other people cope with unexpected or adverse situations is riveting to a lot of people, that is why in the early days of film serials, every one ended on a cliff hanger, asking the question "How will they get out of their troubles this time?"
In video games, the audience takes an active role in participating in the story, and can become doubly frustrated when bad things happen because, for one, the player character has to deal with this situation, and for two, the player may have been trying to avoid one or more of these situations from happening.
Personally, I absolutely hate it when I'm playing Guild Wars and am trying to skirt around a group of enemies only to catch one of them inside my aggro circle maybe 10 feet from a corner I could run around and get to safety. Even more so when another group of enemies chances upon the skirmish I'd been working so hard at avoiding, and jumps into the fray. Most often the result is anywhere between one and all of my party dying, and I get set back to a respawn point.
It's like having your party die in an RPG where the last time saved was an hour and a half ago. You lose all the spoils you've earned, and you've lost the time you've invested in advancing the story.
In passive mediums, you don't risk being disappointed by an unexpected conclusion because someone else has planned the further resolution already, and most often has a happy ending, or at least a satisfying one.
To take what brings about that frustration into a different medium, say there's a comic book series you've started reading, and you like it a lot. Say 50 issues in, the writer sends the hero back in time some 15 issues, and then proceeds to republish issues 35-50 with minor changes to characters, like wearing a different shirt, or eating at a different restaurant in issue 42. You, as the reader, have invested the time it took to publish the original run of issues 35-50, and the money spent to own them, and now you have to make that same investment all over again.
Do that more than once and you'll no longer have an audience for your comic.
And people wonder why there's a dwindling audience for RPGs; not many people have the time to replay entire sections of the game over again in the case that they die before reaching the next save point.
Anyway, I think my main point is that most people prefer to invest their time in things that will make them feel good when they're finished, and passive mediums are the best sort of thing for that, unless you're into reading really dour stuff where the main character dies without accomplishing much by the end.
Video games can be an exercise in frustration for people who don't want to, or don't have the time to repeat things they've already done because of some chance setback.