Thanks for the link - certainly an interesting read. In the comments section, he posted this:
"Re-reading this interview, I see that I came off as pretty harsh-sounding toward the Prince of Persia designers.
That wasn't my intention. Yes, I think they dropped the ball when it came to exploiting rewindability, but I think it is pretty cool that they put it in there in the first place; without Prince of Persia: Sands of Time as an example to start from, Braid might never have been made, or might have turned out very different.
So, thank you PoP: SoT design team, and sorry this interview came out sounding all negative about your choices."
I love his description of Rod Humble's The Marriage at the end. I think it reveals what he is pursuing in games. He's not trying to recreate films, as so many other designers are doing - he's trying to establish gaming as an artistic medium by creating games that connote meaning in their gameplay. Perhaps that is a necessity for any medium of art. That's a milestone to reach.