I've never had that perspective before. Secondlife in many ways is also a series of games, but dynamically changing and connected. The benefit I see in something like High Fidelity is you can still have your own avatar, your inventory, and then if not play the game in the game world you can just hang out, or watch videos, et cetera. That aspect is still close to Secondlife. I also thing naming was a huge issue with High Fidelity. I remember searching it to find the game and every time I do many other unrelated things would come up.
I was researching the potential of SL and why its so jank, why it fails at very simple things, and why most of these things don't get updated, then I came across several of your posts. Gotta admit I'm somewhat of a fan. One of the things discussed in this thread is a lack of competitors.
The main thing secondlife is lacking as I've seen you discuss before are the most rudimentary systems that are present in even the worst/oldest of games. Basic physics ,collision, movement, interactivity, controls. If something else had that plus a user generated world, economy, currency, I would hop in a second. There are so many really cool inventions in Secondlife, its a shame to see them held back by primitive software.