You are not actually a builder at a modern large tech company.
My day job consists of lots and lots of org politics. I'm technically in management (though I tried to keep my SWE title as long as possible), and I view my job as "I put up with the political bullshit so that my reports don't have to." But realistically, they are not builders either. They are spelunkers, hackers, maybe even developers - but the majority of their job consists of digging around in a 5M-line codebase to understand what is possible, communicating that back up to management, and then implementing a trivial change because trivial changes are realistically all you can do in a 5M-line codebase. The builders were the folks I learned from, who were employed as SWEs 20 years ago.
Computer games create just enough of an artificial, static sandbox that you can learn the rules and get really good at putting together parts. In a big tech company, some executive is going to change the rules in 3 months, and everything you know will be obsolete in a year. And that's not because the execs are stupid or capricious (although sometimes they are), but because the market's rules change every 3 months or so. Like it or not, a market economy's function is to satisfy people's desires, and as the article notes, people's desires are fleeting. But building requires foundations, it requires stability, and so we create that artificial stability with games so that you can build.