This massive, gargantuan gulf between video games and RPG's that you're trying to paint doesn't exist. D&D can and often is played by the logic of a video game. Players often do things because "it is a game". Verisimilitude may be a core concern for you in your game, but to portray that as inherent to every D&D game played everywhere is blatantly fallacious. Likewise, to claim that it is absent from video games is also erroneous. Many MMOG's have servers where people can talk and behave "in character" and immerse themselves into the world as much as they like.
Just because there are vague similarities does not make it an equality.
Weren't we talking in broad generalizations? Piles of magic items? More wealth than countries? Parties with rings that let them fly? No consequences?
Are you going to tell me that it's not as generally true that verisimilitude is more important in D&D than in video games while at the same time telling me that it is generally true that D&D adventures have no real consequences?
If you want to talk specifics, we can, but...
quoting each sentence above individually and picking nits and going on about rule zero, etc. rather than actually trying to address the actual source
...seemed to be something you weren't really interested in.
There's quite a bit of support in my post, which I'm guessing you didn't really read. If you want to slap on your blinders of ignorance +8 and ignore it, that's your call. Quite obviously, when I'm talking about the lack of long-term consequences and the "cut-to-the-chase" mentality, I was discussing the rules that provide the foundation of the game for all players, not some abstract, self-imposed notions about immersion and verisimilitude that the PHB actually covers in very little detail.
If there's support, give it. I can't ignore what isn't there. Quite obviously, you weren't clear what you were actually talking about.
Specifically:
"Lack of long term consequences": This doesn't come from a videogame. Resurrection magic existed in D&D long before 16 bits used them. Lack of long term consequences is inherent in D&D, not a bi-product from a video game. EVIDENCE: Was there a resurrection spell in any edition before 3rd? Perhaps one even pre-dating 1980? And did it remove a "real consequence" from the game? Furthermore, there is much in the way of long term consequences in video games. EVIDENCE: In most MMO's, a character death will undo hours of game play that you will never get back. This is a long term consequence, no? A permenant loss of your playing time invested?
"Cut-to-the-chase mentality": Do you mean the desire for players to not want to waste time on the boring stuff? Because I think you can find THAT inherent in D&D, too. EVIDENCE: DM's are supposed to gloss over days, hours, weeks, months, DECADES of game time to, in effect "cut to the chase." Largely, I believe, becuase people don't want to waste time. EVIDENCE: Cutting to the chase is not often supported in video games, where hours of game play will be spent beating up minor monsters in order to build skills, with nothing related to any sort of major world issues resolved. Often, this is even required to simply succeed...thus getting to "the chase" is often held up by many roadblocks that D&D isn't constrained by.
If you're going to assert something, you're going to have to back it up. You haven't shown that D&D has suffered undully from any video game taint. I'll gladly agree that there have been some things from D&D that have come from video games, but none of the things you are complaining about are those things.