In regards to the artist analogy, I understand the intent behind it and the point is well taken. But, in my opinion it still doesn't really deal with my point, because it doesn't itself validate why nudity would be in any specific situation. I'm saying I specifically feel (personally), that forced nudity in the Cassandra case was uncalled for and seemed to be done for less-than-noble reasons. Since I personally concede that nudity can be artistically beneficial and respectable (as people might not have yet realized, I'm pretty far from a prude rofl), I just don't think it usually is in video games. That's why I take umbrage with the art example, because although it demonstrates that one point you mention, I feel a secondary intention was to say "nudity is artistic itself, unless you have a good reason for saying it's not artistic, then it's a positive" which is not uncommon to hear in these types of discussions. I may have been mistaken, but that's why I was jumping on that comparison.
I think Chealec phrases this better than I ever could. But just to add (briefly), I have about a billion concerns regarding Bioware's capability (or lack thereof) to handle certain story elements effectively. Nudity is actually one of them. But I don't see that as stemming from their not being artists. I see that as stemming from my being a consumer.
That's why when we broadly ask: "What's the point of nude bodies?", to a large extent I think that indicates a condemnation of all nude sculpture/romance scenes, since the same reasoning which motivates their inclusion in those areas can theoretically motivate Bioware. A better aesthetic (Kaiser's example as I recall) is a perfectly valid reason for someone to prefer that approach. Myself I'd rather phrase the criticism as "I think Bioware would do a half-assed job on this", which I actually think is pretty much on the money.
It's true that, given any choice we do make in the game, what we witness is created by the developers and is fully intentional (barring bugs and whatnot). This means that in one sense it is like art, that they have control over how things play out. However, my original point of bringing up this distinction was to back up my claim that a Bioware game even has more in common with your average board game than your average piece of art. Sure, it has in some sense elements of both, and to compare it directly to either would be a waste of time because they're not the same. But, the way a Bioware game is 'consumed' ultimately is very similar to the way a board game is 'consumed', but not much at all like the way a piece of art is.
But see, that's where I think Bioware could potentially disagree. If art is really about the creator's intent, a criticism I often see levied at games, and Bioware feels they've met that standard as creators, they're expressed control over their work according to their own satisfaction.
Say we were having this conversation in the context of say Halo's cinematics and whether we should allow nude characters. Best case scenario we could say parts of it are chess and parts of it are a film. But the cinematics are much more likely to resemble the film-aspects than the game-aspects. Are we going to say that Halo's cinematics resemble more of a video game than they do a movie? That would be kinda bizarre, and in that context, it would be pretty accurate to say Halo is also a film. Similarly, we have Mass Effect, which has a huge emphasis on writing, plot, characters, etc, which best case scenario I think would be described as a choose your own adventure book. We even see this to a large extent in terms of how often fans tend to criticize Bioware for railroading their characters, which is also highly common in that format.
Or let's even take someone like Ken Levine, Bioshock's creator. When he heard the idea that fans wanted ME3's ending changed, he was horrified by the idea. He definitely seems to view his creations as being completely the result of his desire/intent.