A nice demoscene example is "Piledriver", which contains all of the last 2 decades worth of demoscene tropes, no exceptions. Hexagonal cones, walking robots, purple explosions, drum'n'bass with rap vocals, television walls with earlier scenes, it's all there. And it's extremely well executed, which hides that it's a parody. So I guess it only works as a work of art if you saw the demos it mocks.
A lot of art derives value from craft, but when craft is systematized, it becomes product design and targeted towards consumers instead. Demoscene folks have often crossed over to the industrial side of computer graphics and gaming.
A good proportion of the art-as-art world either finds new and original ways to push craft, or focuses on medium facilitating message(which in turn falls neatly into the product-marketing framework).