Every major title lately seems to be designed to engulf as much of your time and attention as possible. Game design is no longer merely about making a game that will sell a lot of copies, the game must also be designed to stake out and claim as much of the player's gaming resources (time, attention, money, friends, or even disk space) as possible, ensuring the player will not have resources remaining for any other games. They must be engaging yet relatively simple in execution, be multiplayer/discourage solo play, have microtransactions, feature some kind of grinding or collection/crafting mechanic, have
daily activities that expire in 27hrs* if not completed, have seasonal/pass content that requires investment but then vanishes once the season is over, and so on.
--Patrick