He does have something of a point about how game design has evolved. His example using super meat boy was actually pretty good. From a purely technical standpoint, something like that could have been made in the era of SNES games. But it wasn't, because SMB has over a decade of gameplay evolution behind it. Back then platformers were relatively easy to get through and you got a limited number of lives. It took years of experimenting with things before someone realized that making a game incredibly difficult but also giving you unlimited attempts to retry a level might be fun. It's easy to look back now and say that seems obvious, but most breakthroughs seem obvious in hindsight. Or, closer to our own hearts, look at AI War. It will run on hardware that is ancient and weak by modern standards, but no one was making games like AI War in the Windows 98 days. That took a developer sitting down and looking at everything that had been done over the years in the RTS/4x/Tower Defense/etc. genres and mixing all those ideas up in a bowl along with a dash of his own genius and turning it into something amazing.
Also, Myst was another example of a breakthrough game for its time. Right after it came out, there were tons and tons of copycats trying to recapture its magic (and its revenues). It was helped by a bit of a technical breakthrough as well, of course. That was right when CD-Rom games were hitting the market, and they suddenly had that massive (heh) 650 MBs to fill with pretty graphics and full motion video with real actors. It seems passe now, of course, but at the time it was pretty amazing. And of course Myst was just perfecting a genre. It took the old standard adventure game type that had been around since the days of ADVENT (the oldest of the old schools), up through all the Sierra games, and so on, and used modern technology to make for an enjoyable, immersive experience. That's a bit of a different example though, because it's not the type of game that could have been made on older technology but with more gameplay advancement.