I read the first article in its entirety.
In summary: how do you make games to people (/women?) who don't like games. Make characters that you can relate to and games that instead of action, are focused on relationships, and exploration of these. This sounds like The Sims to me.
I think in any game (where you play as a character), you need to be able to relate to the character. Or imagine yourself as that character. Or at least care for it. In some way. Or is this false?
Can I relate to William "B.J." Blazkowicz, the main character in Wolfenstein 3D? Nope. However, I could relate (at some level) to Commander Keen. Loved both games to death.
In relation to Pioneer, this is why I always hated "being the ship" in Frontier. I wanted to get out and walk about!
I think this game designer has taken on quite a challenge, in writing games for people who hate games, although, if she succeeds, she's tapped into a whole new market.
Few can make a game alone and it's easy to get distracted, very easy. Or even worse ... work on stuff that doesn't matter, it feels so good, you're learning so much, stuff is getting done but your game isn't getting any more finished and that's the goal.
You should keep in mind that many of us work on Pioneer for other reasons than to "get a finished game" out the door. It could just be to learn new things, experiment, contribute to a community, to put new skills to practical use, to gain experience with collaborating on a project, and int the process, to help make that perfect space game we always wished we had. As such, I think it is perfectly fine to spend long hours writing code that is beautiful rather than "good enough/just works", if that is what you want to do. Compare that to solving a crossword puzzle, or Sudoku.