I think the problem here is that you (the article writer) are missing some rather important points.
A lot of Zombie movies are designed as art pieces with zombies being a metaphor for something like consumerism. A point admitted by the people creating the movies. As such, common sense and a realistic reaction to the threat does not apply.
What's more being MOVIES the director has the option of things like scene transitions as a storytelling device. He doesn't have to worry about creating a constant play enviroment, and actually exploring the threat. He can find ways of moving from one relevent scene to another as well, or gloss over events like how certain people can remain totally oblivious to what should be the painfully obvious.
Then of course there is the issue of the player, you'll notice that among genere fans and nerds nobody's hypothetical "zombie survival plan" involves "hey, I think I'll go find the most obnoxious people possible, and then isolate myself with them".
The point being that in the terms of a video game, you both have differant tools and expectations, differant storytelling requirements, and of course an audience of nerds who are engaged in a sort of warped wish fulfillment fantasy.
The thing to understand is that "shoot zombies with guns" is a perfectly rational solution, and it's what real people would actually do. Most people not being the morons used to make an artistic point in a film. What's more, even those films tend to show that the characters being focused on *ARE* a group of idiots. You see scenes on the news or whatever of people engaged in more rational responses wiping zombies out, the Sheriff on TV talking about "twitchers" in day of the dead, or the posse that is involved at the end of "Night Of The Living Dead".
What's more it's also important to note that reasonable people are also going to note that zombies are by their nature finite. They are not going to be an inexorable tide of nature. in the overall scheme of things. Humans reproduce sexually, zombies rely on infectiong people. Assuming people can avoid getting infected once they know the threat, every zombie they take down is one that is permanantly gone. What's more there are finite numbers of people in any given area. In say a town of 2,000 people that seems like quite the horde, but four dudes with guns could actually clear that out pretty quickly given the capabilities of zombies, assuming they had enough ammo.
The bottom line here is that your pretty much argueing for a complete lack of common sense, and also not considering the differances between movie storytelling, and game storytelling, as well as the audience. Not to mention actually playing the game. Watching a bunch of morons get what's coming to them in a movie can be darkly entertaining, a lot of horror movies, especially Zombie movies, being morality plays of a sort. The thing is though that in a video game people need to interact with the enviroment, and simply walking around talking to obnoxious people isn't really going to be more than a bad interactive movie to begin with, and really that's what 99% of a game trying to recapture the feel of a zombie movie would actually do, and it would kin dof suck because people would figure "why am I playing this game, I could be watching a zombie movie for a lot less money, and have it done better!".
Now, to be honest there is one bit that works for video games to some extent, and that is if you isolate the protaganist. A scenario with a character stuck out in a cabin in the woods that limits resources and such works better for this kind of genere, because at least as far as that character is concerned resources are very limited, and what solutions might apply to people elsewhere do not nessicarly apply to him or her. Removing the factors one can use to make a movie interesting, things with people being in urban areas, shopping malls, and similar things where common sense dictates there are TONS of resources that can be used to radically alter the situation with a minimum of ingenuity, can create a degree of tension, but then again it can also be argued this doesn't fulfill the zombie survival vision of the person who is likely to buy a game like this.
Overall the upcoming "Dead Island" game seems to be a good compromise on the idea, because it is an action game by all accounts, but it used the isolation idea by putting the character(s) on a resort island. Resort islands by their nature not having actual weapons lying around, and of course if sa 99% of the people get turned by surprise, that remaining 1% is in trouble no matter what they do. The option of "well, I'll load up on guns and start thinning them out" doesn't apply even if the numbers of zombies are fairly limited. It's not like you can go salvage the local hunting shop, or a department store gun counter. Even if you personally collect guns or have a sidearm, chances are you weren't allowed to bring that on your vacation, the guys on the cruise ship/plane won't let you carry it, nor would the people on the island.