You're really going to die on this hill? You really think he's advocating for a starting character sheet followed by a railroad that ends with a determination that the character sheet was WINNAR or not? Come on - there's enough legit criticisms to make that you don't have to do that.
I'm not worry about what he's "trying" to say. I can read what he actually wrote just fine. If he didn't mean what he wrote, he can clarify (it happens to the best of us).
I don't think that's what he meant. Guess he didn't word it carefully enough to win in Grognard court. ^^
What he meant, and I don't agree with that, is the design philosophy behind Age of Decadence, your created char AND how you develop him decides about how you have to approach the challenges in the game. Only then it's an RPG. I don't agree because that's too narrow for me. I want leeway in how to do things, and in most of the better CRPGs I played got it without turning the whole thing into popamole.
In party based games the interdependencies between the classes in your party often allows for a couple of different combat tactics and general ways to play the game anyway.
The old Fallouts were forgiving enough so you could explore at your leisure and often survive even if you screwed up some quest or storyline. That made it bearable that they were single char and not party based. TB single char games have to be like that imo, since combat, the main thing you do in nearly every RPG, can't really shine with only one piece on the board.
And ARPGs are more about twitch skills than RPG mechanics, even the better ones like the first Gothics and Dark Souls, so your build decides about the basic way you have to kill things (mage vs melee vs ranged)
and everything else is up to you (even if those games are quite linear, except for maybe choosing a faction / light vs dark side / unlock content by playing along and learing those hunting skills or whatever and clicking the sensible answer in dialogues).
Sure it would be great if every other decision you make in the game on top of how to level your char(s) would interact with your char's skill levels but designers didn't really do that in most of those 100 hour games for quite obvious reasons. Wished they did though. But even then I expect them to not lead to fail states every time I try something my char/party can't do, there are other ways to handle this (branching narratives instead of "mission failed, u suck"). And I want different options even for the same build.
...
And world peace, I want world peace.