No, you misread. I stated that a game should not strive to be a movie (or a book, but good luck finding writers of that calibre in the video game industry) because it's not a movie or a book, and making a movie-like or book-like game necessitates putting story before gameplay, and that doesn't make for a good game. I could offer some examples of these poor games, but that would derail the thread.
You can certainly tell a good story with a game and not sacrifice gameplay (Arkane seems to know that it's a game that they're working on, and not a movie, so the gameplay needs to be good), but you have to begin with the premise that the product you're working on is a game, not a movie or a book. I don't think any developer has quite gripped how to do that, yet, although there are certainly some people (mostly Japanese; they've been doing this the longest) that are moving in the right direction. Silent Hill and Shadow of the Colossus are two of my favourites because they get closest to telling a good story through gameplay.
I expect Dishonored to be guided by that kind of spirit. Although it's possible that the writers have crafted an amazing story, I'm not holding my breath. However, it'll be good enough to give the player a reason to play the game.
I don't see why a game
has to put gameplay before story. Why? Because it might not be fun? Because it might become like a movie (non-interactive)? Graphic novels and vanilla novels both focus on their narratives yet they manage to stay different from each other. They each focus on telling the narrative through different methods, but still are connected by their (atleast most novels) focus on the narrative. Why can't video games do the same? Tim Schafer's point and click games are [censored] awesome, and focus almost entirely on story.
Also, you again said that any book or movie has better writing than any video game. It's literally right there at the beginning of your post. That statement is completely ridiculous and you have no evidence to back up the claim. "I stated that a game should not strive to be a movie (or a book, but good luck finding writers of that calibre in the video game industry)" Really?
Would it really be so bad if in Dishonored they sacrificed the gameplay to enhance the narrative, and then by a result enhanced the overall experience? A great example of this is Alan Wake, which sacrifices gameplay in order to tell a better story, which resulted in the player being further immersed in its world and characters.
"Silent Hill and Shadow of the Colossus are two of my favourites because they get closest to telling a good story
through gameplay."
I going to try really hard not to assume here

, but with this sentence and your previous opinions it almost sounds like you dislike cutscenes. Why? The story themselves and the way they are structured is what needs to move away from being cinematic (I'm against that right now because in the mainstream that's choking originality and experimentation to death right now), but not cutscenes. It seems completely arbitrary to shut off cutscenes and cinematic tools that video games can use.
I guess the point I'm trying to make in a not so clear way is that defining something as a certain category (movie, book, video game, etc.) and saying that they have to stay within the parameters of the category is silly. They're all art, and while they may have there differences that doesn't mean they can't borrow tools from other types of art. So, I don't like that you belittle video game narratives when they're the same art as everything else.

http://www.youtube.com/watch?v=TFM1Csfwx2Y
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http://www.youtube.com/watch?v=a_saUN4j7Gw
And I'm not even kidding. Both of these scenes carry enormous metaphorical weight.