You've heard of Valve Software right? Their game engine, being a distant relative of Quake, used the old quake message packing format up until 1 or 2 years ago. Since then they have retrofitted all their popular games to use protocol buffers instead since it allows them to more easily extend their net code without breaking backwards compatibility (up to a point of course). In the context of games, optional fields are very important as are default values.
Also in this context; the author of flatbuffers is Wouter van Oortmerssen, author of the Cube and Cube2 game engines: http://sauerbraten.org
From the white paper:
> In particular, FlatBuffers focus is on mobile hardware (where memory size and memory bandwidth is even more constrained than on desktop hardware), and applications that have the highest performance needs: games.