Programmers without artistic skills should be exploring the boundaries of procedural generation.
"Art" based games rely on standard libraries that all work the same way (sprites for 2D, geometric transformations for 3D) intended to accurately portray in photo-realistic ways, or some effects that have become standard (glows, bumps, reflections, etc).
However, games can be made with 100% abstract representations that don't require any drawing skill (you'd still required to have some taste in selecting a color pallete, but there are tools that can make that for you). With them, a programmer can invent new ways to lay out objects on the screen, building drawing engines nearly from scratch, or exploring the possibilities of configuration and expansion of existing engines.
If you learn how to program modern card pipelines, you could build your own visual routines that produce never-seen effects. Building games to take advantage of such novel visuals is an unlimited field, in special if the rules of the game are novel as well.