I agree with a lot of his points, and with the general thesis of the article. But, I disagree with this:
> The default video game plot is, 'See that guy over there? That guy is bad. Kill that guy.' If your plot is anything different, you're 99% of the way to having a better story.
I don't think the structure of the story needs to be more complex than that to be good. It can be, but neither complexity, nor novelty, nor non-linearity are what makes stories good. The stuff he dismisses as being of limited value (good dialog and interesting worlds) are extremely important. I'd add characterization to that. But those things are, to lots of people, all equally as important as structure in making a story meaningful.
> The default video game plot is, 'See that guy over there? That guy is bad. Kill that guy.' If your plot is anything different, you're 99% of the way to having a better story.
I don't think the structure of the story needs to be more complex than that to be good. It can be, but neither complexity, nor novelty, nor non-linearity are what makes stories good. The stuff he dismisses as being of limited value (good dialog and interesting worlds) are extremely important. I'd add characterization to that. But those things are, to lots of people, all equally as important as structure in making a story meaningful.