Yes, because drawing a bunch of game objects on a screen is something a real program might actually want to do, and therefore opens up opportunities to talk about real-world design tradeoffs.
Making a program print "quack" when you call the "speak()" method is something that only happens in textbooks, and since there's no reason to actually do that there's no easy way to discuss the alternatives and why polymorphism is a win.
So what you're saying is that Farmville is the ultimate result of reading OO textbooks, and that if they had spent more time on a realistic model such as spaceships and gameobjects that a game such as Knights of the Old Republic could be produced by Zynga?
That has nothing to do with what haberman is saying. Most people know games, and a simple game model can be expressed in inheritance terms in such a way that's illustrative and less contrived than conventional tutorial metaphors. And I agree with that.
Making a program print "quack" when you call the "speak()" method is something that only happens in textbooks, and since there's no reason to actually do that there's no easy way to discuss the alternatives and why polymorphism is a win.