I've spent most of my career working on games, either programming or designing them or both. Games are weird, because everything comes down to this nebulous thing called fun, and there's a complete disconnect between fun and most technical decisions:
Now you could claim that some of this tech would be more fun for the developer. That's a reasonable, maybe even important point, but there's still a hazy at best connection between this kind of "developer fun" and "player fun."
A better argument is that some technologies may result in the game being more stable and reliable. Those two terms should be a prerequisite to fun, and even though people struggle along--and have fun with--buggy games (e.g., Pokemon Go), I'm not going to argue against the importance of reliability. Think about all the glitchiness and clunkiness you experience every day, from spinning cursors, to Java tricking you into installing the Ask toolbar, to an app jumping into the foreground so you click on the wrong thing. Now re-watch The Martian and pretend all the computers in the movie work like your desktop PC. RIP Matt Damon.
The one thing that does directly make a game more fun is decreased iteration time. Interactive tweaking beats a batch compile and re-launch every time, and great ideas can come from on the fly experimentation. The productivity win, given the right tools, is 10x or more, and I can't emphasize this enough.