He's gonna be the dude lauding Marcel Duchamp's entry into the medium.
Just to riff on his argument though, though, I think developers are still using so much expository dialogue because there is a lot more to explain. Particularly in the RPGs you always peck at, where the developers are trying to fill you in on this pretty big universe they've created. They're getting better at it, certainly, but to be financially solvent they're still gonna have to cater to the dumber people who can't pick up on it like you or I, or they wouldn't sell nearly as many copies. Or they could cut the lore, and have a bunch of nerds throw a shitfit, which thankfully they haven't done (although there have been a few RPGs where lore was near non-existent and they were all considered to be pretty awful in terms of narrative). Compare this to a movie like, oh, I don't know...Star Wars, or Willow. Since there is only one possible outcome of those movies, they only need to let you know enough to understand the plot. Even then (and this is more of a sci-fi thing, anyways, as a lot of the people who are into sci-fi like to know how purely fictional technologies work), they still do a fair bit of explaining the politics and wildlife. In linear narratives, a lot less is needed for the player (or viewer) to grasp the setting and mood.
Basically what I'm getting at is that it is really hard to justify the amount of exposition in these broad, exploratory, branching RPGs when you are comparing them to the singular, pre-determined narratives in film and literature.
If any part of this seems incoherent, I apologize, I've had about 3 hours sleep in the last 2 days.