Indeed. But it is important. If a game can create social bonds in which a group of people can find their niche and show up out of loyalty, that will often sustain people as the attraction dies or the game is patched and balanced. They aren’t necessarily deriving greater amounts of fun compared to other gaming possibilities, but they are deriving fun from the people they’re playing with, which compensates for it.
The easiest path to creating community in games is promoting teamwork dynamics - in which finding, engaging, and bonding with competent team-mates is a valid path for increasing one’s own chances of winning and maximizing enjoyment.
This is unfortunately at odds with a number of current trends in FPS gaming, as I perceive them. Its more focused on “Co-op with your friends”, in which players are required to onboard their existing social networks to those games. This is an easy way of driving sales. But it isn’t necessarily a way of encouraging sustained gameplay, which is how you support the game via marketplace mechanics.
The reason here is that the same extant social networks that got you 3 or so additional unit sales can just as easily drag your players on to another game - the game is not the hub of that social activity, merely a vehicle for it, capable of being replaced. If any one of that group of friends inevitably discovers your competitors, they can instigate the entire group migrating over.
The other trend is that of catering to lone-wolves - people who don’t want teams, they want to do everything on their own, insist that there be little to no class divisions, and that they be allowed to engage the game at their own pace. This creates situations in which players don’t really need other players. This does not create community gameplay, and largely caters to the kind of player willing to invest time in becoming the absolute best and most professional gamer they can be. The problem here is that such players tend to lock themselves into a game for extended periods of time - peeling them off their established franchise is difficult, which makes games that do attract them highly lucrative - emulating the counter-strike model - but highly speculative, which encourages maximizing returns in as short a time as possible.
Which leads to novelty and hype.