Plus, only a small fraction of Animal Crossing players, even lifelong series fans, will still be playing the game daily even one year later. In the real world, we need jobs done ~forever, regardless of how novel and fun they are.
Game design is fundamentally about feeding a steady flow of novelty to players. Too little and the game gets boring immediately, too much and the development team can't produce new content fast enough, or the game is too short. I can imagine someone arguing that we could rotate people through jobs as their interest fades, but we should be skeptical that we can maintain our standard of living when most jobs are being done by people whose professional experience includes novelty at the rate even a dull game offers.
Many (most?) people don't need novelty to want to keep working. Many people find fulfillment and enjoyment in the routine of their work.
Think about it, how many people are cheerfully running shops because the shop is also their community? People need to feel useful. They need to feel valued. They need community. Work provides all these things.
Also, many jobs do provide many forms of novelty as one can seek to continually improve at them.
Game design is fundamentally about feeding a steady flow of novelty to players. Too little and the game gets boring immediately, too much and the development team can't produce new content fast enough, or the game is too short. I can imagine someone arguing that we could rotate people through jobs as their interest fades, but we should be skeptical that we can maintain our standard of living when most jobs are being done by people whose professional experience includes novelty at the rate even a dull game offers.