It is illogical if you say the reason for saying it with g is the same as in graphic. Just say you find it easier to read it or like it that way (that's how i say it too)
Bit late, but your last point reminded me about Foxhole, a top down war game, which have these mmo like bits, and also has a cyclic wars, but these don't give any advantage in the next war.
I don't play it, but the biggest downsides I heard are 1) losing ground on the battlefield (progress) while logged out, as you can't help your faction while offline, and 2) the players working in logistics (collecting ores to craft supplies for the frontline) find that gameplay loop repetitive/boring, while its crucial for the faction victory.
I guess it makes sense this is one of the biggest hurdles in pvp mmo, since in pve mmo the enemies wait for you, and it isn't possible to lose major progress, especially offline. (random thought: is Rust a pvp mmo? That's kinda cursed.)
The other problem with cyclic games is the non existent progression, since things reset. Most mmo players do the 10+ hour grinds on quests for the shiny thing or the prestige titles, like getting lv99 in Runescape. Even in Escape from Tarkov at the end of wipe most players stop playing, since they feel it would be a waste of effort.
The idea of boons or things that carries over is interesting, but of they stack through multiple wipes there could be a super guild who gets an unfair advantage.
So yeah, surprisingly, game design is hard
(also I dont have any gamedev experience, just like thinking about it)
Theres a similar short manga Ultimate rock paper scissors. Less about personal arc like this, more of the making a everyday game over the top, but quite nice read.
After like almost 2 years, new chapter! Very nice.
Also til it was written by Ikegami Ryoichi, same as Dr. Stone. Wierdly has a similar energy, but a bit more serious setting.