Ah yes, you are correct, of course many sprite based games have hand drawn artwork for each direction. It's just that, the way I read it, the article seemed to tell the user; if they want to avoid seeing rotated pixels they needed to hand draw the sprites. So I was responding to that.
> "but the user might not display the game you intented as a developer"
Well, its your game, they can only choose the options you provide. It's true you can just let your "full screen" setting scale to fill whatever display the user has, it's certainly the easiest option, but the developer has final say - it's just whether or not you want to take on the extra work of designing how the game behaves on the different display sizes.
Eg. for my game HopSquash! when the user undocks and goes to handheld mode which is 1280x720, I scale my 480x270 game up 3x, and then I only had to crop 1 row of tiles off the top, and 1 column of tiles off either side, and the pixels stay sharp. Cross Code and Blazing Chrome could do something like that if they wanted, Most displays on desktop are 1920x1080 or 4k. But it's not free of course. You have to add the extra work of designing your game like a mobile game or a website, where your game has to be "responsive" to the likely different display sizes. I had to make sure all my levels were playable without those extra tiles on the edges :) I don't know if I'd bother with this for every game, it certainly does add extra work, but the point is the control is always in your hands, you just have to test on the different hardware.