innerdude
Legend
A salient difference is that a video game is ultimately a finished product unto itself (DLC jokes notwithstanding) that you partake in on terms that are set for you. While there might be many different styles of interactivity set out by the programmers/developers, you're ultimately bound by their vision of how things should work, short of modding the game or uncovering exploits. This limits the methods by which we can not only interact with the world, but sets up how the characters(s) ultimately grow and evolve. There might be some sort of "event tree" they can go through, but that tree was grown by someone else other than the player.
This is absolutely true, and one of the things that struck me about the difficulty of doing "deep critique" of RPGs generally, is that most RPG sessions aren't recorded or transcribed for future review. This is an enormous problem in being able to revisit the kind of "viewer critique" that can be done as the article does.
Tabletop RPGs aren't like that. Not only are there no hard-and-fast boundaries with regard to the nature of the game world (hence they endless tales of PCs going "off the map"), but even the game rules are essentially an agreed-upon framework that the players (and especially the GM) can change as they see fit. To that end, there's always an implicit understanding that it's not just about your character, since you have the potential to push the boundaries of both the setting and the mechanics which define how the entire world functions.
And that's not even getting into the collaborative aspect of the whole thing, with its inherent understanding that "I'm just playing my character" isn't an excuse for upsetting everyone else at the table. You can't just care about your character, you have to care about everyone else's, too.
All of which is to say, I'm not sure that the points raised in the OP can be translated 1:1 from video games to tabletop role-playing games.
Also true, if you look at any given campaign or session within a campaign. There's going to be friction between "narrative" and "game", and "PC psychology" and "needs of the group." But I think the broader point still stands, which is that those frictions are a natural outgrowth of the competition between the needs of developing the narrative and the needs of creating a playable game in the first place.
The larger the scope of the game --- rules, interactions, exceptions, combinations --- the greater the need to interact at the game level, and the greater the impulse, I think, to engage in the mindset of "caring FOR" the character --- "I just need to get the character through this next round of combat / next test."
I think it's also indicative of why most of the "narrative" driven TTRPGs of late lean dramatically toward the rules light end of the spectrum.