Incoming wall of text captain!
Shields up! Load all torpedo bays!
Okay, first of all, and I'm probably going to get in trouble for this, but I'm mad as hell and I'm not going to take this:
You just said programmers aren't artists... All of the 'Fuck you'. All of the 'fuck you'. All of the 'fuck you' I can ever give and will ever give on your head. All my rage and all my hate on your house for that statement. May the fucking of you never cease until you die or repent your statement. I can stand person insults and people saying nasty things but diminishing programers, reducing them that way and generally making a complete ass of yourself for your ignorance, that's inexcusable. You have no idea how programming works or what a programmer does (I hope because God help us all if you've done an actual programming and have that attitude). That statement cuts deeper then a flesh wound, deeper then a mortal wound, deeper then a wound to the soul. The only proper response is unending 'fuck you'.
Secondly, no, your wrong. Even if you don't think programmers are artists, 3D and 2D artists, as their names imply, are artists. A texture artist, a modeler, a scripter, a level designer, the god damn folly guy, they all are given a task and build something grand from it. A level desginer takes a sketch and some description of what something should look like and brings it to life, useing there own artistic vision. modeler takes a sketches and concepts and turns them into final products, Texture artists take a description of a type of wall and make it reality. They are all creative fields and they all are art since a person takes a general idea and using their own imagination fleshes it out into reality. Just because they have a general direction and idea of what it needs to be int he end doesn't matter. Hell Michelangelo said "In every block of marble I see a statue as plain as though it stood before me, shaped and perfect in attitude and action. I have only to hew away the rough walls that imprison the lovely apparition to reveal it to the other eyes as mine see it." Is he less of an artist because he had some idea of what he wanted to do in the end when he started out? Is da vinci less of an artists because he was commissioned to do his artwork and told what to make? There is art in the creation, and there is uncertainty that is overcome with imagination. On top of that, not all games start out from the story. And no game starts with a complete script. How a game starts is a creative and artistic process, and its not always a writer that starts it. The initial planning and building a game that goes on before development even begins is art and saying it isn't is not only an affront to developers but to games as whole, an insult to something that you came to this very forum to discuss.
As for integrity, I'd like to just say 'indie developers' and note that some have the luxury to not compromise because they don't rely on there product to survive. Now aside from that, artist integrity is a goal, something we'd all like to have. In a major studio its not nearly as possible because your product has to sell. You can make the game you really want, but if it flops, your company goes bust and people lose there jobs. As a result, you have to change some things you love sometimes. Doesn't mean we can't still strive for artistic integrity, only that sometimes we have to kill our babies for the greater good of financial security. Now its not always necessarily a compromise. Sometimes the fans give you idea that you like and build on them, incorporating there ideas into your project. I wouldn't say that's necessarily artistic compromise. Within the realm of changing for sales, there are levels of offense. Obviously changing the gender of a character where gender really isn't important is a minor offense, making your game about bunnies suddenly be the next God of War and change it from a racing game to a beat-em-up is a much bigger offense. I don't think you can blanket say 'You changed something for sales, you're a non-artists, rawr!'. Especially when you consider that if its a mandate from above to change it, there is little you can do. If your boss tells you to do something its either give up some artistic integrity or lose your job. Honestly its be pig-headed not to change because you were told to.
That brings up the issue that development is not a singular process, it a multitude of artists working together, yes they are artists and until you admit it may your fucking continue, its difficult to say who and what artist integrity of a company refers to and who's responsible for its breaking down. If the producer, who isn't involved in development beyond funding, makes a decision to make a game more marketable and promises to cut funding unless it gets done, is artist integrity gone? To be an artist does that meaning letting the game never get finished due to lack of funds when you claim 'integrity' and don't change? If one developer makes a decision to change something because 'Company X did it' and it trickles down through the team and everyone is affected, do they all lose integrity or just that one guy, does the company? It's not as cut and dry as 'You do X, not an artist, lol'.
Anyways, its all kind of moot anyways because artistic integrity is not synonymous with being an artist, its only a principle. You can still create art even if you have certain things that you do with lack of integrity. So long as your creating some part of it, its still art and you're still an artist.
Now, onwards! On the issue of artistic integrity causing bad game decisions, you're wrong. Bad decisions are responsible for most of the problems in games. Whether that decision was because of a bad development decision or a bad decision to appease fans, an idea that isn't going to work isn't going to work. A writer who writes only to appease fans can create crap or fantastic work and a writer who never listens to fans can create crap or fantastic work. The source of a decision is unimportant to whether or not it works. I'm not sure what your logic for this is, honestly.
Also, your idea of not trying to adhere to artist integrity is basically saying 'That's great, sell out! It'll make your game better' or something like that. I believe that a company can exist with a balance between never budging an inch and completely losing its spine to try and sell copies. In fact I think all companies need to do that, because the extremes seem very bad for business.
Going off from there, again. Listen to your customers on everything is a bad idea. Why? Because customers are ignorant. Customers don't make games, they have no expertise in the filed, usually. Listening to them for every decision is stupid. Sometimes you have to just say 'No, that won't work/can't be done'. The customers aren't part of your internal team and don't see and know the same things you do. listening to them is great, but their are points where you just can't. Maybe its artistic, maybe its technical, maybe its because the idea is stupid (The idea that zombies makes everything better even when its really, really not appropriate comes to mind) but feedback is not always good and listening to it doesn't always help. Especially when you consider the diversity of opinion of humans, (if you have 5 people in a room with a problem they will have 10 different opinions on how to solve it) which can't always be reconciled, but also just how much shrill whining gamers do. Gamers complain unceasingly no matter how hard you try and at some point you just need to tell them to 'shove it' and stop listening or you will be developing and iterating things forever, probably very unimportant things too. Its not a simple cut and dry thing to know how much to listen to fans when you do listen to fans. Hell part of being a developer is not only technical knowledge but also a good judgment on unquantifiable things like that. You're whole argument is based ona partially sketched idea. Yeah. listen to fans but its more complex then that.
Also, 'well paid', lol! Yeah, not really. That's almost on the same league as laughably naive like saying teachers are well paid. Its not a job for people who want money, its a job for people who want to make games.
Now that I've completed my super epic wall fo text, I'd like to conclude by linking a video to a song I was reminded of during the writing of this post. Enjoy the little earworm.