I thought they implemented game network code, scalably. That would be cool. So I was a little bit disappointed when read that they only keep stats using Erlang.
I should clarify a bit. I think that contemporary FPS need real-time game server logic. When I saw link title I thought they finally ported some game code to Erlang.
All stuff you mentioned has nothing to do with game logic.
It does not require hard real-time response like one required from network game server.
And yes, I already know that I could use Erlang for non-hard-real-time tasks.
Other than that, that's pretty interesting.