Everything he says is completely applicable to online games. Online games need to be designed around responsiveness. Another way to put it: the online game design should be pervasively focused on creating the illusion of low/no latency.
An example in an online game I'm designing: damage and deaths are finalized with a one second delay. This way, the clients can optimistically render ships and combat effects, but everything is still verified/finalized on the server.
An example in an online game I'm designing: damage and deaths are finalized with a one second delay. This way, the clients can optimistically render ships and combat effects, but everything is still verified/finalized on the server.