That's a very particular situation, but I'm not sure how to reconcile a company's need to make money by shutting down a game eventually with a clause in the EULA or something that says "this game will run forever!" Because even if a company runs servers, there might not be players.
The obvious answer is that the money made now by promoting that promise to the existing large playerbase is worth the possibility of losing much smaller sums of money on a tiny playerbase somewhere down the line, just as in other contexts a company may promise to support a mainframe operating system for decades - not to make money in decades, but to make money now.
(This was driven home to me when looking at life memberships to STO; the small print says explicitly that they make no representations as to how long the game will run. Now, they have the whim of an upstream rights holder to deal with, but I'm guessing they'd make more money on life memberships if they could say instead that they promise you'll never lose money on one; buy one today, and the game will run for at least (life membership cost / subscription cost) time from today).
The less obvious answer is - if one doesn't have an upstream rights holder - to include a provision that if player numbers fall below some n, the game will be sold (whether or not the company thinks the price is right), imposing a like condition on the buyer. The last six players can buy the game themselves.