As noted in this article, personalization has failed to make an impression on the video game medium. Herein I will propose possibilities for personalization systems in video games based on existing examples in other mediums. Ideas will be added as they come.
Websites have already implemented systems that assess compatibility between members. Last.fm, a music community website, observes the listening habits of its members and creates for each user a list of "neighbour" users based on similar music choices. Such a "friend-finding" system could be compatible with MMOs (massively multiplayer online games).
Primitive systems already exist; Blizzard's Battle.net chat attempts to portion incoming users into channels based on physical location. More incidentally, MMOs like World of Warcraft plunk the player's character into his or her race's hometown, where other characters of that race are likely to reside in large numbers.
More complex systems would observe a player's tendencies on a variety of subjects, including battle style, most visited locales, ability/level, and other aspects contributable to building alliances and communities.