Having worked on both games and movies I can guarantee you the average movie is more expensive and employs more people in more creative roles than the average game. I would say that small games are way cheaper to make than small movies, while bigger games are starting to match budgets with movies (and in rare cases surpass), but only a few of them a year, compared to the average Hollywood tentpole movie production nowadays. And that’s for products that last 1.5/2h, not 80. The average film scene is both more expensive and has more people involved than the average game scene, at least going by the numbers.
I think you are right about one thing, and that’s that movies have a established production pipeline that is coherent along a huge amount of products (movies), which makes it easier for the critic to understand this pipeline and identify each contributor’s work and therefore evaluate it. So yes, I agree there’s more talk in film criticism about specific collaborators/authors in a film, but it’s not because critics only consider two people in the project, but because their inputs are easier to see due to a more intimate knowledge of the means of production by the critics themselves. I think a huge problem in games criticism is many critics not understanding how games are made, and thus failing to see personal inputs in a body of work.
This doesn’t make sense in the view of what the classic auteur theory says (regarding films). It does not identify anybody as the sole (or most important) auteur of a work, but instead identifies auteurs by looking at a body of work and finding contributions that both impact the product and show a consistent approach. Auteurs do have to be leads of teams (since otherwise it’s hard of the contribution to show, or even to be credited individually), but they can be anything. There are multiple papers examining people as John Williams, Harry Harryhausen and Gordon Willis as auteurs.
I think there’s a very extended misinterpretation of what auteur theory really is and how it applies to film criticism. the idea of the director, of anybody, being the the auteur of a film is ridiculous. It’s about of somebody’s body of work making him an auteur (with an overlapping body of work -including some of the same movies- making somebody else a different auteur).
Many, many movies are products, yet they are sometimes criticised (though, as you say, critique tends to prefer smaller, more independent fare, since it’s somehow more worthwhile). Something like Guardians of the Galaxy, or the recent Batman movies, are more a product than a production, using your definition. Actually, critical acceptance of the late Batmans is very similar to critical acceptance of the Rocksteady Batman games, in that people were surprised such a product (licenses property) was so good and interesting.
All this points to is that probably one of the most influential auteurs in those games (if we want to use that framework) is higher up the production chain, being probably a producer (and in games many producers feel personal about their games). This has also been discussed in films, specially when talking about the classic “studio era” (with book like the Genius of the System defending those producers as auteurs).
Anyway, sorry for the rant, but the point I want to make is that there’s no big difference between film and games in terms of their condition as products of a “cultural industry” made by hundreds of people with economic pressures most of the times having more weight than purely “creative” decisions (the more so the bigger the budget). Therefore, the approach to criticising them (bearing in mind the formal and structural differences, of course) do not need to be that different.
Hell, Tom has both a film and a games podcast, and I think there’s a reason why both of them work.