Apocalypse World, at its most basic, is like any other RPG: the GM describes a situation, the players declare actions for their PCs, and the rules are applied to work out what happens as a result.
The game's particular structure, that I described upthread, means that play will generate a story of somewhat brutal conflict in a post-apocalyptic world. But no one has to write that story - the rules take care of that. There is no "writers' room" to it - that is, no people sitting around collectively deciding on a sequence of events that will constitute a satisfying story. Nor is there any particular third personality to it - the most canonical GM refrain is second person, namely, "What do you do?"
TL;DR: I agree with the quoted post.
And here I was thinking I disagreed with everyone who’s ever discussed PbtA games!