I know that offhand gaming and financial services rely on very accurate clocks at the application level. And you can't necessarily rely on the clients to tell you what their time is, as it can be spoofed.
I'll say that in about 10 years of working on multi-player games, I've never once put a wall, or other absolute time on the wire for any purpose than just printing server time to the player for informational purposes.
However, if you mean that all multiplayer games are typically played across "clusters of machines" and thus require time-sync then my original point addressed that.