I wish the article did something a little more than just elaborately point out one of many well-known issues with adventure games (and a very simple and rather minor one at that). I found the comments in this thread generally more interesting than the article itself (though the latter does get credit for spurring the discussion).
For my part, I certainly don't think that information complexity is what's killing adventure games. It may way be killing some portions of the IT industry, but that's a different story entirely. As pointed out in several previous posts, there are plenty of effective ways of dealing with information complexity in games (and graphical information complexity in particular). This is by far not adventure genre's biggest problem. Some of the other issues mentioned hit a lot closer to home. One that I'd like to bring up is the fact that many adventure game designers seem to be confused as to what exactly they'd like their game to be. As I see it, a good adventure game has to have its priorities straight, and there are normally two main contenders: 1) storytelling and 2) puzzle solving. If your main focus is trying to tell a story, and you design with that in mind, and do a reasonably good job, you end up with a game like Dreamfall. It's linear, and it's pretty easy, and it rarely makes you stumble, but it tells an incredible story that leaves a receptive listener in awe. Or, if you prefer to focus on puzzle solving, and design with that in mind, and do a reasonably good job, you put out something like one of the Leisure Suit Larry games. It's not really about the story, that's just "glue"; it's about cleverness, and good puzzles, and a little trial and error (of the fun kind), and a good reward system so people can feel good about all that hard puzzle-solving work.
The trouble comes when you try to create something in the middle. Then you invariably end up with puzzles that frustrate the player because they pop up all of a sudden and interrupt the telling of a story. All the player wants to do is see what happens next, but instead they are forced to move blocks around on the screen. If they can get rid of the puzzle quickly, great, but if it takes longer than two minutes, it's usually a disaster. Or conversely, you have a person looking for a good challenge, some interesting ways to use their head, and what they get instead is some dumb oversimplified minigames and incessant cutscenes and dialog that they keep swiping away in hopes of finding a real challenge, only to stumble into more "filler". Another disaster.
And if designers are confused, what can be said of the players themselves? The adventure genre features probably the most misguided player expectations ever. Players expect story and get puzzles, expect puzzles and get story, and every variation in between. Perfectionism drives us to try to create the perfect medium between the two, yet that sweetspot is so elusive that the number of games that have achieved it over the entire history of the genre can probably be counted on one hand. I believe the genre would be better served by designers who would stick closer the two extremes, and clearly communicate to the players about what kind of adventure game they are making. Then we'd have storytelling adventure games (essentially interactive movies) played by story lovers, and puzzle adventure games (essentially contextualized brain teasers) played by puzzle lovers. As is, we mostly keep stepping on each other's feet in the middle like a bunch of blind sheep.