I'd actually never read that series, although I had seen links to it a couple time. Just read through it and a few things should be pointed out:
1. The author has had second thoughts about his original conclusions:
http://prog21.dadgum.com/37.html
2. The author is constrained by the Erlang feature set. The author rejects out of hand the idea of using "structs", but Clojure's maps and records are easy to use, share data and would perform admirably.
3. The author is constrained by his retrogame and microsystem domain. No modern gaming platform has issues with game state using too much memory or generating too much garbage (exception: complex physics). In fact, data duplication is now a common game performance technique. But if your tastes run toward ultralean programming, this is a distasteful state of affairs.
4. Much of modern game development has moved to an increasingly functional dataflow model already because of the necessities of multiprocessing and network gaming. It's rarely elegant and never done in a functional language, but it's the current reality.
5. Games are one of the places where a sophisticated view of time, as Rich Hickey advocates in his fantastic JVM Languages Summit keynote, offers a lot of value. It's a problem that thoughtful programmers and designers in the game industry have often considered, but have been unable to innovate much in the current technological regime. I just rewatched the talk last week, in fact, and highly recommend it for game programmers who read Hacker News:
http://www.infoq.com/presentations/Are-We-There-Yet-Rich-Hic...