Huh, I wouldn't have expected Roxor of all people to advocate the J.E. Sawyer school of game writing.
Overall, I'm in strong agreement. The points about loredumps, excessive wordiness, poor editing, and purple prose are spot-on. Ironically, the article itself suffers from some of the same faults – a good editor would've snipped the rant about creative writers and English majors ruining everything; it's a digression which adds nothing and distracts from the meat of the text.
One area where I possibly disagree has to do with worldbuilding. A well thought-out, coherent, and deep world where the authors have at least cursorily thought about what the cows eat does make a big difference. Game worlds are too often just arbitrarily thrown together with no sense of the underlying structures, history, or logic. That'll give us banalshitboring Forgotten Realms, whatever the trappings – case in point, Mass Effect. Games need to pay more attention to worldbuilding, not less, and when they rise above the very low bar set by the state of the industry, they deserve to be commended for it. Being historically accurate is of no importance at all, unless a game sets out to be historically accurate: what matters is internal consistency. Tyranny was a cut above the norm in this respect: it took a premise – demigods walking the Earth – and made an honest effort at exploring the consequences. It was Bronze Age inspired, in the same way and to the same extent that Forgotten Realms is medieval-inspired, or Pillars is Renaissance-inspired; not an attempt at transposing Mycenean society into a fantasy setting.
The problem isn't with the worldbuilding, it's with the exposition of the worldbuilding. Loredumps are bad. Putting the lore into books you can find or a gamepedia you can explore if you're interested is... okay, mostly because it gives the writers a place to put all that lore instead of waving it at the player at every opportunity. The point of the worldbuilding is to anchor everything that's in the world. The visual designs must emerge from it: artefacts and buildings were created at some time, by some culture present in the world. The characters you meet must live in it: they wear a certain kind of dress, speak in a certain way, live in certain kinds of household arrangements which might not always be the bourgeois nuclear family invented in the 19th century, villages, cities, states, and empires have people performing certain functions – alderman, medicine man, sheriff, sbire, knight-captain, mayor, guardsman etc. – and you will naturally come to interact with them. Working out who these people are, what their relationships to other people are, how they spend their days, what they eat, where they get their food, where the spices they use to season it come from and so on and so forth: that's lore. You don't have to explain that pepper comes from the East Indies by means of a state-run militarised trading company; if it does and your city has a harbour, it'll have a few grand ocean-going trade vessels, a pepper warehouse, rich merchants, and shops selling the stuff. If you've done your worldbuilding properly, you will naturally populate your locations accordingly and anchor your story, characters, quests, and so on in the same. Once again, Tyranny does manage this much better than most contemporary games.
In other words, while the points Roxor makes start out good, the impact is diluted when his personal dislike of certain games rears up its head again, and he starts forcing the games to fit the criticisms he's making, rather than having his criticism proceed from the games. A part of informed criticism is also to give credit where credit is due, and that, Roxor still needs to learn.