Ttrpgs make for very different games and stories than nation based neses and iots. They scratch a very different itch. You can’t really replace one with the other and expect the same result.
You have to in fact throw in the players in the muck and the dirt of being an actor within a nation, which would, of course, reduce the ability to create your own, perfect heaven, and instead, would be forced to deal with an already-existing structure as you struggle to change it.
Does the scale really matter?
We can simulate atoms and you still need to write a reason why one being hit by a photon is relevant to another atom. I am being facitous, but characters, states, nations, planets and galaxies all interacting... Its up to the GM to create a compelling situation, and the players themselves to seek interaction.
Some players want a sandbox to play whatever they control, others want to break other people's toys. Further deviants want to manipulate both.
You can force interaction, reward it, or ignore it. A lot depends on the willpower alone of the GM to keep dragging along these separate parties.
Yes, in that you can actually play a TTRPG and expect it to go past the first session...
You've clearly never been a player in something I have run; whether or not I even show up to my first session is a crapshoot.
Tossing in my two cents, I don't play NES's for TTRPG-style personal stories, I do it to describe cultures and evolution of national policy. I GM a lot of TTRPGs and for any given campaign I only can have one or two major cultural or political shifts in a given campaign, given the stretch of time they take place over in-universe. NES's/IOT's can take place over decades to centuries with plenty of outside forces influencing decisions instead of just me talking things through with friends.
edit: I also don't really get why players would ghost a game, which seems to be a major cause of GM burnout? Writing even half-assed orders isn't exactly a major time investment, most NES/IOT's only have a handful of levers to pull and most of the time you can spend five minutes writing up pretty generic actions (or just give the GM broad intent instead of specific actions) if you can't invest enough spoons to think up something cool or mechanically intricate.