I would say not really. For one thing, the early days of gaming held onto many elements from arcades where games were meant to be consumed in somewhat bite-sized chunks (Atari, NES, etc).
A big factor for multiplayer games is the somewhat modern obsession with matchmaking and character intro/pick screens. When I was a kid, I could hop into a game immediately for a 15-20 minute deathmatch session of Quake 1/2/3 in any semi-populated server then leave whenever it was time to do homework, etc.
Last I tried Quake Champions, the newest installment in the series, you spend roughly 1-5 minutes in a matchmaking queue then another 2-3 minutes (or more, it was pretty bad sometimes) in some intro/loading screens, then another minute or two in a pre-match warm-up. So even in the same genre's case you're already potentially 8+ minutes sunk into your 15-20 minute 'quick game' period.
To make matters worse (again because of matchmaking) you are penalized if you have to leave before the completion of a match or if you go idle. Usually this penalty is applied as a low-priority queue the next time you try to matchmake which just compounds the problem from above.