- interactive fiction, both movies (Heavy Rain, Beyond: Two Souls) and novels (To The Moon, MUDs)
- simulators of various kinds (most FPSes are basically war simulators, or at least laser tag simulators, but also stuff like racing and flight sims)
- pure gameplay (platformers, 4X games)
- puzzles (Tetris, Bejeweled, The Witness)
- others...
Then those get combined in every imaginable way by the developers, yielding a huge spectrum of games so that it's very difficult to put most of them into a single category. At the edges they're still fundamentally different things. They're never going to evolve into a single Platonic ideal that can be called "games" (that was closest to being true back in the Atari days, where everything was fairly similar to Pitfall or Donkey Kong) - just keep diverging into different experiences (especially with VR coming around now), while still maintaining a continuous spectrum of different types that borrow from the best (and worst) parts of the purest genre forms.
The extreme focus on high-end graphics and realism is mostly due to the influence of a few of those genres - simulators and interactive fiction. That's a huge portion of the market, so it seems like all games are just about graphics now, when that really isn't true.
I think that's one point of the article: Instead of creating a game not set in the real world where for some arbitrary, unexplained reason there are huge blocks everywhere, developers create games ostensibly set in reality where those same blocks look like buildings. Except that you expect to be able to enter these buildings (like in reality), so when you can't that breaks your immersion.
So keep the blocks, but don't make them look like something that exists in reality, because then players will expect them to behave like the real thing.