In other words, work sucks primarily because it has been made to suck by a combination of extremely expensive real-estate in a down-town office and inattention toward the subject of how to make work fun.
The article calls this "the realities of work" and that the inherent difficulties and uncertainties are natural to the problems of the "real world" and must be accepted. But I beg to differ, there are tons of games that are extremely hard to play well (e.g. Sim City, Devil May Cry, etc.), yet still incredibly fun and addictive. And if you consider online games where interacting with other player can produce just as much uncertainty as real life, games are no less "real" than reality... yet they are fun while real work isn't.
Personally, I think corporations can take a page from video game design and analyze their own employees work flows and design it to be a more fun process.