if you created the sign, yes you can. I don't even know what you mean by rationalized
But if you didn't create the sign, then you can't without some kind of list of properties so that you can identify something as being art.
Rationalised as in brown townysing a piece, learning all you can about it and ultimately solving "Is this art?" and "If so, what meaning does it have and what questions does it provoke?" You then you the 6 technical perspectives to break down a piece until you come to your ultimate conclusion.
At least, that's the long and boring way to do it.
see now we're getting to the core of the issue here - the idea that DQ is a waste is simply based on the opinion that it's not constructed well. i happen to think that it was constructed just fine. you see what i mean?
My problem is that it goes against every single thing I've learnt in my game design course, and is the complete antithesis of what I want to achieve. I want to make games that teach people while also being engaging/fun (fun not as in funny). I want to make games that give players lessons they can take into the real world so they aren't stuck in these game worlds. That's why I haven't released jack-squat; none of my games are at that level yet.
If you enjoyed it, then I guess that's all and well, but for me personally, I find it a disgusting waste of potential. She forgot one of the core tenants; "show, don't tell". That annoys me deeply, because I feel as though people would have rushed straight passed the message and focused on the mechanics, just as I did.
If she had spent the same amount of time with a visual designer who had suffered depression and therefore could actually visually showcase what it's like, I bet I probably would have held DQ as one of my favourite games. I'm not upset at the lack of graphics, but that the text she ultimately used to convey her message wasn't strong enough to carry it forth past the mechanics, if you catch my drift.
That's probably WAY too much writing on it, but this something I've been really heavily obsessed with, and I'm now playing a lot more games so I can continue to judge what were some good and bad things that have been done to teach players.