I think that's true in terms of the Design and Seamus McNally categories, but Tuning winning Nuovo shows that this isn't true for the Nuovo category.
Tuning is essentially a boring platformer made exciting through its presentation and atmosphere. Based on its mechanics alone, it was the worst Nuovo entry - in the developer's own words:
...the actual gameplay is basic to the extreme in contrast with the graphics.
So the reason it won is because the game had interesting elements that were
not related to its mechanics. When you actually play the game, it becomes pretty obvious that it's just a simple platformer. It's crudely simple, actually. You are a ball that needs to get to a switch with an arrow over it, and most levels consist of 10 jumps or less. Presented normally, you could probably finish each level in 10-30 seconds.
But the actual experience of playing the game is completely different than a crudely simple platformer. Some levels are mind-blowing when you actually play them; the game is simply about disorienting the player with visuals, but the way it does that is really stimulating. I was excited playing it at the IGF Pavilion because of how different it felt to play the game compared to just seeing a video of it. Not capturing the essence of its experience through other media was a clear sign to me that the experience had a purity to it.
I think the game with the most boring game mechanics winning Nuovo is a good sign.
That means the parts of the game the judges find interesting is not related to its game mechanics. And that's exactly what the notgames project is trying to explore.