The author's focus may be video game design, but he primarily references Tolkien which was, of course, never a video game. Worldbuilding is a 'deeper' activity that is independent of the medium IMHO. It's research for your universe.Isn't the article primarily about video game design? Certainly there are similarities, but the ability to control the gaze of the "narrator" in a game is very different than the way text or film controls what is on the page or screen.
The title is provocative but I think he's arguing about how to portray your world. So against big, expansive worlds filled with exposition irrelevant to the narrative like king lists, timelines, essays on city histories etc... and more towards passive small snippets that build a world but make the reader/player/viewer work and come up with their own conclusions.
Such approaches may have differences on how they are experienced by the end user depending on the medium but I don't see too much of difference actually, at least in principle.
(However, it should be pointed out, If done well there is room for both approaches - I am one of those that read through all the books I find in Elder Scrolls games; they enrich the world for me - although I tend to favour the latter approach more.)