Well, I'm that arsehole that tried the Path of Exile beta and didn't like it as much as Torchlight II *and* is currently playing Diablo III while wishing it was more like Torchlight II. But hey, I'm some kind of hipster fanboy who's shorting out a breathalyzer from all the Dark Souls in the podcast.
And I think that Rob was making an unfair comparison in the world-building and narrative discussion. In a vacuum, it's much, MUCH easier to create a compelling, richly detailed narrative in a novel than in a video game, if only because putting pen to paper is a less expensive, less labor-intensive process than programming additional environments, characters, and dialog into a video game. Even your massive-budget BioWare and Blizzard games have shunted story details (i.e. your menu-hidden codices and information compendiums) because it's simply cheaper and easier than having more in the game proper. I don't want to go down the dark rabbit hole of discussing the high cost of game development affecting quality and quantity of content (which you also sidestepped in the podcast, probably for good reason), but there ya go. It's unfair comparing the world-building in a novel to the world-building in a game.