>There's another big problem right there: this isn't really true anymore for most multiplayer games.
I was recently introduced to the game Rust. In chat within a server a player asked "How do I keep my base from being destroyed when i'm offline?", the answer that the crowd provided him was "Set your mobile to alert you when your base detects people near it.".
It then dawned on me that there are probably quite a few players who will wake up out of a sound sleep, dash to their computers and rush to defend a virtual base from players in distant lands -- sacrificing their personal lives and sleep health not due to the enjoyment of the game, but simply because someone somewhere antagonized them in an environment they were disconnected from entirely.
I can understand pulling late/all hour sessions due to a personal obsession ; game/coding/hobbies/etc. I've done that way too many times throughout my life; but the marathon represents to me a stream of enjoyment and fascination.
It's tough for me to consider pulling late sessions and deriving myself from sleep as a constant response to antagonism in an always-on persistent world.
I guess what i'm trying to say is that I totally agree with you; games aren't only played for fun now -- they're played sometimes in an entirely reactionary form to either gain from the current limited time event, a fear of missing out, or a fear of loss of competitive advantage -- and all of these concepts are being orchestrated by the game developers and the industry at large.
I have absolutely no idea what to do about it, but I recognize the problem and absolutely agree. The move from pastimes being an entertainment value to a constant worry surely plants more asses in seats, but it feels entirely unhealthy and psychologically damaging.