Today, though, it's really hard to sell a game that requires such substantial amounts of time to progress. Lobby games, team shooters, battle royales are popular today because you can sign in, play, and be done in your time with no requirements or expectations. Also, trying to make a successful "live service" game (recurring revenue via subscriptions or microtransactions) is nigh impossible because you're fighting against the biggest hurdle of all: making a game good and interesting enough to convince entire friend groups to switch together.
It's no longer "hey this game looks cool lets give it a try" it's "why would I play that game when I've already got X hours in this and I play with my friends?"