I work in the video game industry. Guess what? Similar stuff happens all the time. Vertical slices, demos, even near completed games get cancelled ALL THE TIME. Difference is that you just don't know about 90% of them.
Like I said, get over it with your holier than thou "preservation of human culture" attitude. At the end of the day, it's just a demo no one will talk about in a year.
I work in the video game industry as well, and your statement is quite shortsighted and shocking to me.
"Get over it"? To hell with that. One of the reasons I'm so passionate about this industry, the ONLY industry that allows the user to be an active participant in shaping the narrative of an adventure or story on an interactive level so deeply and to truly inhabit the role and fill the shoes of another, is that I think what I and others do actually MATTERS.
"No one will talk about it in a year"?
I can promise you this: I will be talking about this game for YEARS to come.
In fact, it's been influential in my own on-going projects and inspired quite a bit of ideas on how to tackle a horror game with a limited budget in a single setting and to efficiently and effectively put limited resources to great use. It'll be a case-study for me for years, if not decades, to come.