I like that article, as it articulates something that always bothers me whenever I see it, yet it continues to exist.
RPGs with sidequests... you hit a point in the main plot where time of of the essence. You need to get from point A to point B battling hordes of baddies en route and stop the villain from detonating his doomsday weapon as fast as you possibly can! Oh... but feel free to help the local farmer with his rat problem, deliver a package to the miller, and help Timmy find his lost teddy bear on your way. I mean, I'm sure the bad guy will wait for you (and he always does, conveniently enough).